The main issue with Designer it's monstrously inconvenient in its default state and you have to re-do almost everything to be actually useful. You have to master FX -node because it's almost only way to do scale independent anything . Where you could code scale features independent of non-square factor of your textures .…
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…
I disagree, the vast majority of Designer users don't need the FX or PP node. And most people don't need to obsess over single pixels here and there (and if you for some reason very much need to, then I agree that Designer isn't the right tool. I see very little point in using Designer, or Painter if you're making pixel…
Everyone uses painter Job titles such as material artist, texture artist are what you want to be searching for if you're interested in surfacing rather than modelling
I'd like to offer the opinion that most industry roles aren't as rigid as they first may seem. While a lot of companies will try to hire you to be a machine, you are in fact supposed to be an artist. While many AAA-studios may have a fixed pipelines they want artist to fit into, anything smaller (and some AAA) can be able…
For your blurring issue, you can set your fill layer filtering in Painter. By default it's using bilinear filtering, but you can set it to a sharp bilinear that will preserve details a bit more, or nearest to make sure you don't get any resampling, but you may get some really sharp texels popping out. Also make sure you…
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…
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…
It's a little more than abstract division - you need to go through several matrix transforms to work out where the brush hits on the texture. also.. By the time you reach the fragment shader the idea of a texture pixel is long gone - which is good because it allows you to do filtering, mips and lots of other cool stuff…
I'm sorry to mention it but this layer filtering is absolutely irrelevant to the issue I am talking about . Whatever filter method you chose the "decal" is always re-interpolate it's pixels . So if you have a crack of two pixels in the normal map it would always be slightly less perfect. Just try to put a leaf from…