I was wondering what is everyone's thoughts on doing surface details. If I was working on a face would it be more beneficial to sculpt the details and bake down, or texture them in substance? Skin pores, lips, wrinks?
I read up online from someone that sculpting will give better results because when you height paint in substance you only have up and down values, but in zbrush if you build up details you get angle info from the normal bake.
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A heightmap is grayscale, meaning it has only two values, 1 and 0, black and white, up or down.
A normal map is 3d dimensional though (or uses 3 channels, anyway.)
Honestly though, unless you are trying to get more into tech art, just use both and see if there is a visual difference. While one might technically give a better result, that might influence you to choose it despite higher cost and despite the fact that the visual difference is so minor no one in the audience would ever know the difference.
There is no right answer, you just have to know enough to balance time considerations with quality considerations.
Example......If you're making a unique character, say some weird monster creature that won't necessarily look like any other character in your game/movie/whatever, then maybe do everything in ZBrush. That could potentially be faster than trying to find the right alphas or smartmats in Substance Painter, and potentially alleviate some of the tedium of laying out UVs so they're all oriented to receive detail maps oriented the same way.
Another example......if you're making a bunch of characters that are all humans, or all part of the same culture that uses the same type of clothing, etc., then try developing some smart materials in Substance Painter, for pores, fabric weave, wrinkles, etc. In this case it's probably worth the extra time being a bit more meticulous with UVs so you can re-use a bunch of textures without having to make dedicated sculpted detail or new textures per character.
Basically it all depends on what's faster or easier in the particular pipeline, project, etc. And like Alex_J said perhaps technically sculpting detail looks better than texturing it but in reality the difference may be negligible. It's easy to think of "better" as "as much realistic detail as possible" (ie sculpting) but often "better" is actually "most consistent" (ie shared maps for multiple assets).
All of the things you say you cant do with painter can be done with painter.
One of my mentors told me that you can export a normal from Painter which has those details, then import it back into Painter to get the AO, Curvature bakes. Also you can convert any height channel info to AO in Painter by using a filter.
I'm still new to some of this stuff but isn't the cavity map just a range of another map? I forget which one it is!
You might have to make a filter in designer to get curvature (height-normal-curvature) although I'd be very surprised if one hasn't appeared on substance share or as part of the default shelf by now - I haven't done much painter work for a year or two so my knowledge of the supplied tools is out of date.
Tbh. we rarely need to build tools for painter anymore outside of shaders, very specialist stuff that has to interact with game resources or the occasional weird filter so we can feed a shader - they've basically covered everything 99% of people need.
For @3D4Eva here's a simplified example. If you want to add pores to skin in SP you could (Option1) add a fill layer with a procedural noise in the height channel, or (Option 2) add a fill layer with a flat value for the height and then add a mask with a procedural noise in the mask. I prefer Option 2 because then I have an additional control for the height, separate from the parameters of the noise. However, when using anchor points, Option 2 will have no effect because anchor points will only read the height information from the fill layer, not its mask, so the anchor point will read the height as 100% flat. So if you wanted to use the height info from those pores in an anchor point in a filter you'd be stuck with the slightly less non-destructive Option 1.
The workaround is to create an extra layer with blending mode set to passthrough on the height/normal channels. They will pass the height/normal info of the layers below (whether from a mask or paint/fill) into the paint of the passthrough layer. The reason I say this gets cumbersome is because if there are multiple layers (with or without masks) from which you want the height/normal info, you may need to make multiple passthrough layers, which gets harder to navigate the stack. (And maybe laggier? Not totally sure).