That's why i'm saying, it's not bad at all, the problem is that beginners usually just bake it wrong and instead of learning the basics properly, they would rather to spend time fixing something that shouldn't even be wrong if they did know how to do it properly. The thing is that people usually take everything that is…
i would feel really restricted if i had to just stick with a 3D painter and their usual quite confining interfaces and functionality. i use those for sure but always in conjunction with a 2D image editor and most of the crucial tweaking goes on in the latter. kinda mind blowing to hear about people not knowing why to use…
The only "obsolete" function I've observed with Photoshop is when you're texturing, you're looking at a separate program and not the main model for where the textures belong. Of course, this can be easily remedied by having a 3D modeling software/game engine open and sync your photoshop files with that of the material…
I do use both Substance programs often but Photoshop still the main tool. And now more than before since we are going to shift from mostly procedural textures to photogrammetry based . Both Substances evolve around tiny noise or bitmap inputs turned into something bigger and looking less repetitive and artificial . Still…