I do and see people use it for tileables too since it capable to do perfect height blend in between layers ( contrary to Sampler last time i tried) . But working together with Designer is so much of a pain in your ass there. You spend most of your time fighting weird quirks. Besides Painter has same issue as Designer . It…
Yeah, i see it in advertisements but got kind of different impression from my experience. People have a super cool substances on their web pages , and looking like really master the soft . Then they come to actual work and nobody really use it. While do use Painter.For doing tileable textures too. For quick compositing…
Designer is used on pretty much every AAA game out there and on many movies and TV shows. Also used a lot in the fashion, automotive, retail industry.. usage is constantly increasing. I don't think many artists use Photoshop to create tileable textures anymore unless you're going for a very stylized look.
Substance Painter is by fact a default texturing software in gamedev industry now. An industry standard. Substance Designer is an extra bonus in your resume but by my observation nobody really using it . Mostly to do some custom filters for Painter or some pattern looking structures and scattering brushes . I seem only…
I was too quick saying that they fixed that custom masks height blend issue . They told me so from Adobe support but I had no chance to actually test it. And now I did. They haven't fixed anything at all. In fact it's quite obvious from your screens too if look closely . You just used blur in the dirt/snow edges the way…
BagelHero . I am referring to "custom mask blend" and its "use height information" option which works with the heights kind of wrong. It produces sadden height ridges when you paint manually. Same with the clone tool which is no surprise since it works same way in clone and auto tile nodes in Substance Designer too. But I…
Could it be some math that turns 0-1 space into integer values depending on texture resolution so I could move a "decal" 2 pixels exactly , not 2,5 pixels? I tried to do something like that myself in Designer using safe transform as a start but couldn't accomplish it. Isn't 2d vs 3d just some abstract division and the…
Designer is like Houdini - Any idiot can pick it up and make something shiny but very few idiots can pick it up and use it effectively in a professional setting. The reason most people aren't using it at work is because you don't want 100 people operating it independently, you want a group of trained specialists operating…
The top one used a stylised texture I'd made in designer as a mask, so the blur is from the nature of that texture iirc, not (as far as I understand) something inherent to sampler. Granted, I still don't quite get your problem and it'd be nice to get an updated comparison vs what you'd expect it to look like (eg a ref you…
I assume it may differ for different genres. Especially where people use tiny small texel size . It dictates you certain visual "style" although . You do smaller texel size and could care less about per pixel precision for sure but because of that your textures turn to be super even and flat . You can't allow any…