Hey guys,
since im not yet substance painter user im discovering what i can do with it when i become.
I've noticed when making a 3d characters (which is all WIP), in zbrush i push all subtools on to 6 or 7 subdiv level because of detailing which is huge load on my computer system if the character has a lot of props and clothes so optimisation is necessary.
So, is substance painter that much powerful that i can do nice details by creating height,bump,normal,displacement maps on my low poly props to create illusions of actual detailed sculpt so i can avoid those 6 level subdivs detailing in zbrush (which is ,again, huge load on my PC system and it gives me problems, it lags and gives me a headache)?
and could you recommend some alternatives (if there is) ?
i've heard armor paint and quixel mixer are nice, what do you think of it ?
thanks in advance
Replies
You can paint normal map details, similar to what you would end up with after sculpting them directly into the high poly and baking it down, directly into the textures via materials, alphas, brushes, projections etc. You do get a superior and accurate result if you sculpt the detail, and some things are much better off sculpted, but that's not always true, and there are other concerns too.
Things like cloth weaves, some types of scratches and wear/weathering, stiching etc arguably work better painted or done proceedurally in the material work in the case of games anyway. For example it's much harder to decide that your cloth texture as seen in the normal is too noisey and reads badly in that resolution and you get a bit of a moire mess going on, if it's sculpted into the model. You now have to go back to the sculpt, change it and then rebake it.... not just move a slider or add a different number in a material settings.
I tried as a test though to do all the normal detailing in Painter before, aside from the basic bevels and such of course. And the result was not good. Any heavy alterations made in Painter just do not shade remotely well, and look really weird. It's not possible to use it as a replacement for ZBrush.
The issue here is painting organic height/bump maps. Bump maps can be converted to normal/displacement maps I have tried this in Blender, you can paint the different levels of a bump using grayscale but you can't smoothen or blend between the vaules, it would look very wrong. We need some sort of smooth brush that smoothens details exactly like in sculpting programs to create organic surfaces. If a software like that gets released where you can paint very accurate organic bump/height maps using pixels instead of subdivisions. Sculpting softwares would be done for. All you need to do, is create a low poly of your character, handpaint all the height/bump maps, generate the normals, curvature, displacement etc from that, that would be way easier and can be done on low end computers.
With all the technological advancements we have made in 3d, I wonder why this isn't a thing.
Granted, I only make shitty indie games and I am moving away from realistic graphics, but I've made probably 100 unique characters in the past two years and majority of them I rarely open zbrush. If I do it's just for a quick pass at adding some secondary anatomy details. But 95% of the work is maya > substance painter, thats it.
From xyz and others you got all the skin detail you need. For character work, as least the type I am doing these days, I just dont often find a need for zbrush as primary and most secondary forms are easier to do just by tweaking verts on a base mesh in regular DCC.
Like, I understand the guys who specialize and are making top end characters for the industry leading companies is a whole different level, but if I was hiring a few artist to help me I would advise them not to be be spending too much time detailing in zbrush. Seems like a time/money sink.
As you say, it can be a massive waste of time and resources if misused, fortunately most art departments have established guidelines and working processes that minimise fuckery
And I don't see it as as a shit version if you can create details without subdividing meshes to high amounts and using high end computers imho.
Bobotheseal way back when put all of us on a neat trick in max by just using smoothing groups and the subdivider to avoid zbrush subdivisions, i still use it, i'll edit post with info if i can find it, atm to lazy to make a quick example. (edit it is basically the you are making me hard thread)
Re shit zbrush.
You described 1dimensional height painting which is less good than zbrush because...
You can only displace along normals.
Anything that works in UV space is limited by texel size
@focus_method I havent tried Armor paint but quixel mixer isn't that bad especially if you are using ue4 with megascans which is free if you are using ue4.
You can paint displacement maps in quixel using brushes to a degree.
https://www.youtube.com/watch?v=Yt78oTprWjY
But as suggested earlier on the thread, probably use sculpting for large details and quixel/painter for smaller details that require high subdivision to get those.
Hopefully in future, more development is made to improve painting height/normal/bump maps in quixel mixer or painter that gives very good results.