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.
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.
Substance painter. Absolutely nothing against the software itself, but damn is it a massive pain to work with in lower end computers like mine. Granted it's not allegorithmic's fault that I don't have a discreet graphic card. but it's hard to remember that when it's taking 30 mins between each stroke in 1024 x 1024
If you are looking for doing 'next-gen'(I.E. Xbox One, PS4, etc.) texturing you want to look into some of the available tools and into Physically Based Rendering. Look into Substance Designer and Substance Painter. The program's creator, Allegorithmic, has a youtube channel here is a very good source for learning the…
Swarm, allegorithmic have some good tutorials. [ame] https://www.youtube.com/watch?v=71V6Vi6OpbM[/ame] [ame]https://www.youtube.com/watch?v=oTHam8dsT3g[/ame] I found the second one very helpful, the commentator explains it very simply. Although I haven't tried substance designer myself.
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.