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How many of ya'll use Substance Designer or PixPlant to do your UVW's?
show user profile  Spear Chuck
I'm just now learning to paint (with a mouse no less) and see PixPlant and Substance Designer as tools of the trade. For character texturizing Photoshop would be the freehand king but are the others used to create rust, aged and scratched up maps industry wide?
read 929 times
2/14/2015 3:48:19 AM (last edit: 2/14/2015 3:48:19 AM)
show user profile  luxxeon
Not sure Photoshop is the way most people paint textures anymore. Zbrush, Mudbox, 3dCoat, and others are much better, allow painting over seams, and support texture layers just the same as Photoshop. PS is used mostly as a finishing package in the pipelines I've seen lately.

Anyway, Ddo is quickly becoming the industry standard for scratching things up and making associated wear and tear. However, the new physical materials in 3DCoat will be a gamechanger too.
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My Youtube Video Tutorials:
https://www.youtube.com/user/luxxeon3d
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2/14/2015 4:29:15 AM (last edit: 2/14/2015 4:29:15 AM)
show user profile  S. Silard
I was out from 3D stuff for more than a year. What's now the Industry standard in that field?

Edit: That DDO thing looks great. I'm curious about that 3DO stuff. Added to my "to do" list.

Congrats, you found my signature.

read 917 times
2/14/2015 5:05:51 AM (last edit: 2/14/2015 5:12:26 AM)
show user profile  herfst1
DDO is good. But I wouldn't use it for anything other than environmental effects AFTER you've made the diffuse.

Photoshop's fine for what it does.

Mari is the "best" IMO as it doesn't paint polygons (like zbrush), so you don't need to subdivide your model in to millions of poly's to get the texture resolution you want.
read 903 times
2/14/2015 9:19:39 AM (last edit: 2/14/2015 9:19:39 AM)
show user profile  Spear Chuck
Thanks you guys, it's nice to be caught up on the latest stuff
read 876 times
2/14/2015 5:12:48 PM (last edit: 2/14/2015 5:12:48 PM)
show user profile  luxxeon
Ah, yes, Mari is the industry standard today. No doubt about it. You'll find that in just about any studio texturing pipeline. With Ddo, you need at least a normal map created, but a diffuse or color map is helpful. Object ID maps will assist in creating unique "damage" to different elements in the model as well.
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My Youtube Video Tutorials:
https://www.youtube.com/user/luxxeon3d
read 874 times
2/14/2015 6:10:35 PM (last edit: 2/14/2015 6:10:35 PM)
show user profile  Octopuzzy
Industry standard is pretty vague though...I've never seen Mari used in a game development environment, its power comes from its ability to use a huge amount of textures on a single asset by offsetting the UV, no? For games, substance designer/painter and Ddo and maybe 3dcoat would be a better choice and those are based on creating textures from a normalmap input..they are not directly comparably imo.




read 870 times
2/14/2015 7:09:51 PM (last edit: 2/14/2015 7:09:51 PM)
show user profile  luxxeon
"Industry standard is pretty vague though...I've never seen Mari used in a game development environment"

True. Although The Foundry does claim that Mari provides game dev teams with features they should find useful, I don't know of any game studios offhand which employ it standard in their pipeline. One reason might be the cost. I have come across many examples of Mari for indie game dev tutorials, but application in pro studios seems scarce so far.

Overall, though, it's very popular tool in VFX, and has found it's way into the pipeline of many studios known for in-game cinematics. Examples; Blur Studio, and Blizzard.

Personally, I love 3DCoat, and find it fits extremely well into just about any workflow. So perhaps I'm biased in that regard.

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My Youtube Video Tutorials:
https://www.youtube.com/user/luxxeon3d
read 867 times
2/14/2015 7:44:22 PM (last edit: 2/14/2015 7:44:22 PM)
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