Even if you can have the same result in photoshop, if Substance is a part of the workflow of a studio you will need to adapt. You might get a task to tweak a material in substance made by someone else and as a photoshop only user you want be able to do it that easily, which would be very inconvenient for a studio. Also if…
I feel the new ZBrush tools surpasses substance painter and designer combined. The tractor brush, recall history brush, poly paint on flattened uvs, u can mask and tweak a specific polypaint color easily among others help speed up texture creation in Zbrush now and ZBrush supports udim baking. In terms of speed, I am not…
Most studios will require you to know Substance. Sure there are still studios that use photoshop but those are edge cases and that's going to become more and more rare. If you want to cling to photoshop and refuse to learn software that's now industry standard you're welcome to do that, just be aware that you're…
Just curious though, are there in house employees who use ZBrush for texturing or substance is a must? So, I saw these videos of polypaint in zbrush: https://www.youtube.com/watch?v=9ONLg_gC1tE https://www.youtube.com/watch?v=cwB754lJ_Sc https://www.youtube.com/watch?v=l0iiZRVgy9o These are basically substance painter and…
Do studios hire based on what particular software you know? For instance, Substance designer is industry standard but I can get the exact same results in Photoshop using PBR workflow as someone in Designer can, and in the same amount of time. Would I be allowed to create tileable materials in PS or would I be forced to…
I don't believe OP was that gung ho about sticking with photoshop. Ultimately what he ends up using really depends on the use case and that in turn depends on what studio he's at. For example suppose the game he's working on as an environment artist requires him to make the models which are then rendered out and painted…
You haven't specified which studio you're looking at. This like that other question which put a generalist character artist against a generalist environment artist for a random environment artist position really needs to be more specific about the requirements of a job. I know of several game studios that have never heard…
It seems like your point here boils down to "If the studio you're going to work at doesn't use industry standard software, then you won't need to know industry standard software", which is absolutely true. But if you're new to the industry and just trying to get your foot in the door (as a student, for example), you may…
any materials artist getting hired for games should have a deep knowledge of substance designer, and probably soon quixel mixer. It is just the dominating, industry standard software at the moment. But no only that, using painter and designer to create materials these days is the industry standard SKILLSET. this is usually…