I did a quick test, indeed it looks better in Unity, though wavy-ness is still observable. I am probably going to take the suggestion from allegorithmic forum: try to give it more texture space than 2.56px/unit (using an extra mat id).
I added a question mark to your thread title. That way people don't think you're offering one, but looking for one. Something to think about for your next thread. Also I moved this to the Allegorithmic forum, where you're more likely to get informed eyeballs.
@Krato you are right. You'll end up with a lot more textures but you can, eventually, merge them together in Photoshop, for example. Creating a texture atlas is not as exotic as it sounds though, haha. Here's a YouTube video from Allegorithmic themselves explaining it. https://www.youtube.com/watch?v=Xwv4vPvVju4
"Apparently it has nothing to do with the animations and the cool simulations in the teaser." That's the part that worries me. Allegorithmic has been pretty good so far with their no-BS approach to tools and marketing. Seing them go all Quixel-like with a barely relevant and cryptic "teaser" is not sending a great signal…
I think that Allegorithmic are doing a great job on Painter. We are looking at version 1.0 here and I think it's a very solid release. Pretty sure they are aware of the "handpainting" needs of us game artists. They are listening to responses and thoughts so let them know what you want/need.
Well.. this is not "incorrect" but it's also not perfect. It's the way allegorithmic went with the specular conversion. The problem is that you can not physically correctly transfer the one into the other as the one is not physically correct. The best solution I have found yet is to output an extra channel "my custom spec…
It is possible to launch painter with python, update resources and re-export maps but it's not entirely straightforward. It should in theory be possible to run the process over a network too but I've not tried that yet. I've not got the details in front of me but a google should reveal all and failing that you ask…
Allegorithmic's general response to this is that the drivers may not be installed properly - reference: https://forum.substance3d.com/index.php?topic=21788.0 There is a link on that thread to a display driver uninstaller - maybe give that a try. Here's the link to the uninstaller on Guru3d.com…
Update? I work in holistic Mac environment. While I've been waiting for Quixel to make a Mac version, Allegorithmic Substance indy has been keeping the fire burning. Please do take too much more time. Artists use Mac, please support them.
UE4, tool bag, and the vieports for substance designer & substance painter all support realtime PBR right? If so, wouldn't the viewports from the Allegorithmic indie pack be sufficient? Iirc, they don't support post effects though...or is there some other reason it's not advisable for anyone to just use those?