Home Adobe Substance
The BRAWL² Tournament Challenge has been announced!

It starts May 12, and ends Oct 17. Let's see what you got!

https://polycount.com/discussion/237047/the-brawl²-tournament

Back to Zbrush and Photoshop ?

gnoop
sublime tool
Offline / Send Message
gnoop sublime tool
Some times ago I suddenly noticed how really good my assets and materials looked back at the time when it was simply Zbrush sculpt +vertex paint  + a few subtle Photoshop touches .  A workflow I abandoned around 2008.      Zbrush  forces you to  make art decisions  , to evaluate  your every touch carefully .   Super inconvenient  micro mesh  scattering in Zbrush  forces you to think out every step too.     

Substance Painter in contrast  gives you an easy  feeling  , sort of relaxing freedom . And you gets lazy subconsciously  . Your artistic selection for details  gets sloppy . Instead of analyzing  your steps , hearing  your deep  instincts and  senses, those that defines your art taste  you start to rely on  random procedural details noise.      So an asset starts to appear  super tiny detailed  on its own while  giving  that typical  "procedural" look at the same time.   Simplistic  edge curvature masks adds to this  rather dead look too.      
 You try to persuade yourself  you  still have manual tools  to make conscious decisions  yet sliding  slowly  into that look nevertheless :  a supper neat  tiny noise details  looking like fine sewing  yet ok during  close static inspection.  A certain neat tidy dry style.  But ones in a game  you feel the  lack of individual uniqueness and recognizable character instantly .    Any opinion?

Replies

  • Eric Chadwick
    I think you just need to be more careful as you work, and less “instinctual”. More conscious and professional, less subconscious and loose.

    If you want to specific look, then it takes focus to achieve it.
  • gnoop
    Offline / Send Message
    gnoop sublime tool
       Yes. maybe.  I saw fantastic job people do in SPainter sometimes   but Painter sort of  rules  your hand.   While in Zbrush   you goes from general  low-res form , through mid-frequency details  to tiny details  and it  it makes you select what to do and how smooth  vs  how sharp.   Since the detailing needs extra time you test in game  frequently   before  adding  more details.  
        And if you need them you add them consciously where they  perceptively necessary.    It's  classical workflow .  In Painter you drop something  that looks fine  at close inspection  and forget about mid-frequency details  or they look too "procedural "   too obviously fake  unsupported by initial  sculpt.   
       
    The fact that Painter doesn't have true vector spline instruments  , editable later ads another barrier to get rid of that procedural close up look + sloppy manual  mid-frequency mask paint .     Zbrush doesn't have it either  yet still feels much more  real when you use rolling out long masks , not just small square shifting dabs with switching ID  and has lots of extra controls that makes  it feels "instinctual "     That  instinctual  approach is actually how great art is created IMO.   There always should be room  for that  provided by a tool.    

    SDesigner does have  all the  same drawbacks.   I miss  instinctual  approach there so much.  It makes the result look same super detailed and  dry  like 16 century portraits of Elizabeth I.      Decades have gone  and we still have nothing to fix it there. Can't even  import svg splines there from Blender.  Bitmap node brush is awful.       



Sign In or Register to comment.