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…
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 .…
Designer can be a bit dangerous in the wrong hands in my experience. It's not at all uncommon for improperly trained users to leave source data unusable for the next person and equally common for them to break something that is used by several other people- understanding dependencies seemingly isn't something that comes…
Designer is used really a lot. But in a studio you need only a view Texture Artists they use designer. https://substance3d.adobe.com/magazine/forza-horizon-4-creating-seasons-with-substance/ https://www.youtube.com/watch?v=DRu_iWOJ2yg
I see Substance Designer examples in every resume . Sometimes it looks like a kind of sport achievements. But when it comes to actual work it looks like I only one who really use it for repeating textures. People use Painter for the purpose or just Photoshop with pattern preview , or Quixel Mixer. In a word anything but SD…
Thanks guys . I've just noticed a kind of silence around Substance Designer lately . It's started to disappear from job requirements . A couple years ago "good knowledge of Substance Designer required " was in evry texture artist job posted now it's " Substance Designer" is a plus" . I thought maybe people switching to…
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…
The intention is almost definitely to use both in tandem; mats in designer, expose parameters, paint them on and adjust/finalize/apply in painter. You're just meant to use both.
Yeah, it's what I am doing and in Designer too. But it makes my video-card crawl and everything slow as hell. It's exactly why I said Mari has lesser of such limitation.
Couple of other examples of Designer being used in recent games: Hitman: Building a Material Library to Texture the World of Assassination (GDC 2021) - YouTube Arkane Studios: Texturing pipeline for the characters of Deathloop (GDC 2021) - YouTube