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?
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If you want to specific look, then it takes focus to achieve it.