So when I've been trying out Quixel (a very very special addon for Photoshop), the big problem I had was my UV-islands (UV is the extra two dimensions before XYZ that define which polygons your texture appears on) it didn't understand UV-seams, where the package didn't line up because I use what's called the Catmull Clark method (not unpacking neatly but instead into lots of totally seperate islands because I prioritize texture fidelity over flow).
Well... Quixel didn't understand that. In fact, when I did try, this happened:
Those silvery seams are my UV islands. Rendered in Marmoset btw which is purdy.
Well, I had a talk with the people who develop the software a few months ago and asked about it and apparently lots of people were verry very unhappy with this.
Well, they just fixed it by following the same solution Substance does: By allowing you to use manual projection. Manual projection is in a nutshell, painting. Now I hear you asking: "Why not do that in photoshop?"
Well, x reasons:
- That means I'm painting four to six different maps with different rules that describe their properties with different colors, gradients and effects and for it to look right, all of them have to align to the same spot. Photoshop can't really do that without advanced scripting and that's why nobody does it this way.
- Even if I could do all that, I then have the problem of layering, meaning separate materials are going to behave differently and therefor incorrectly since most of these maps rely on a contrast between white black which DEMANDS transparency. You layer transparency and all you get is MESS.
- Photoshop is terrified of Normalmaps.
Quixel 2.0 is...
+ $45
+ For life.
+ Hella fukken cheap and disruptive to the market
+ Comes with new materials as time comes
+ 3DO baker might be awesome if its GPU supported
- But it might not be. Oh.
- Actually quite limited
+ Comes with an amazing Normal Map editor
- Takes forever to generate/spawn dynamics
- CPU Dependent
+ Metal physically based rendering support
- Questionable diaelectric physically based rendering support
+
Fucking Megascans holy shit
+
No seriously Megascans is incredible
+ Automatic tools for converting portions of a tesselating image into normal/bump
+ Very automated
- Quite slow (the computer does a lot of the work)
Substance Designer 5, Painter 1 is..
- around $2000.
+ A far more mature fully featured product
- Have to buy new materials/substances
+ CUDA accelerated dyamics
+ An absolutely godly generator system based on shader nodes and generators
+ Modo can read Substance documents natively and update in realtime
+ Resolution Independent (can work in 1k/2k, uprez into 4k)
+ Happy with you changing uv maps or models (Level of Detail is now a doddle)
+ GPU dependent
+ Supports both OpenGL and DirectX Normalmap standards (big if I want to use marmoset or Unreal)
+ Supports both metal and dialectric (non-metal) physically based rendering
+ Supports Modo's live tesselation libraries and can talk with Terragen (shit I made the planet in)
+ Can convert any image into a live tessellating dynamic substance (horeyshit!!)
-/+ Very manually driven (you do a lot of the work)
+ Very very fast
I'm going to torrent and try both if I'm honest. I'm probably going to get Quixel 2.0 eventually just for the live normalmap editing and Megascans.
...And I might use Substance on the sly, since I'm already learning it and my uses aren't for profit anyway.
tl;dr:
Shit is going to get turnt when my GPU turns up and I can start using NVidia's CUDA coprocessor capabilities to accelerate (aka make human-usable and not take 40 minutes for a single-brushstroke, since they're all designed FOR CUDA) not only Substance Designer/Painter but also Modo, MeshFusion and ZBrush considering I've spent like the last year studying how physically based rendering works.
TL;DR2:
You've taunted me long enough with your low prices, excellent gaming functionality, your unreliability when rendering and fucking miserable workstation capabilities you sad sorry sack of autocombustable easybake kernelpanic budget horseshit with your fucking shitty standards support. Yes you're the good guys in this "proprietary vs open" stuff but goddamn at least get your acts together.
tl;dr/tl;dr: Texturing is a whole magnitude more system and user demanding than modelling. Seriously.