Oh yeah I did not mention yes Mari and Mudbox are still completely viable for very different reasons. I use Mudbox often enough when it comes to unique baked props. I tested out Mari and for game production it does not make sense atm at least for me maybe for characters it is different, I think ill test it out more later…
Indeed the examples shipped with the tool are very basic and were made a looong time ago using only noises... Here are a few assets I've been working on recently. It's good to keep in mind that noises are not everything and SD allows you to bake maps and edit vector, which is at least as useful. In most of these textures,…
Hi guys! Glad people are talking about this! Hope you all enjoyed the video.. let me know if you guys want any screenshots or anything.. I need to echo the positives here.. in addition to what was said in the video, its a ton of fun to work within substance.. I've honestly started to enjoy texturing again with just how…
I can't give a specific timeframe for the next major version yet, but we still have 1 or 2 minor updates scheduled for 3.x before switching to 4. Major upgrades come with a fee, usually half the regular price but most of the time you can get it cheaper through discounts. As Kwramm just wrote, getting 3.x will definitely…
Torch: the biggest power of this is mass production. You can simply tweak a node and the effects will propagate across all of the project (whether that is 1 character or 100), and every node can be tweaked individually. You can get some optimization when using automation in Photoshop, but you have to build an entirely new…
DerekLeBrun - sorry.. you can't export everything to PS.. what you can do however, is create a PS file with layers, etc, and bring that into substance. Then you can make the layers nodes to be used in the graph. Any updates to the PS file will automatically update inside of SD... but this is different than what you wanted…
SD has the capability to shrink the file size of a game, therefore bandwidth needed to download and storage capacity on a console. Arbitrary number...I'll go with 35%. an 8kb node graph generates a 16mb file at run time. that's a big deal.
Is it possible to export your SD project as a PSD where all the nodes are tweak-able layers in Photoshop? As a freelancer I might need to deliver to a client who doesn't use SD but still wants a non-destructive, editable texture with all my adjustment layers and masks intact.
I see a lot of people looking for automated solutions for texturing. I work on old school diffuse only stuff and painting the texture is my favorite step, am I weird or is it no fun with current/next gen assets? Modeling is my least favorite part so it makes me a bit sad to see texturing turn into a node graph.
nope. can't say anything. Maybe Jerc can say something. But the last updates have been rather speedy - 3.5 earlier this year, then 3.6, now 3.7. Allegorithmic works closely with the studios and they listen to what people like Rich want. So I wouldn't be surprised to see some cool stuff coming with the next updates. I don't…