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๐Ÿงต upgrade advice

Anonymous No. 854224

How much GPU VRAM do you need to work comfortably on multiple "hero" asset UDIMs in SP? I can barely work on a single 4k 0-1 my gpu is so bad.

Anonymous No. 854227

>>854224
post specs or gtfo

Anonymous No. 854232

>>854224
you don't need to work at 4k in substance work at lower res then output at 4k

Anonymous No. 854244

>>854227
i7
gtx 970
64gb ddr4

Anonymous No. 854285

No amount of VRAM will save you from the slow mess that is Adob Substance Painter.

Anonymous No. 854289

>>854244
get a better gpu, bad time for upgrade tho,just work one model at time or get scammed paying 700 bucks for a rtx 3060/2060

Anonymous No. 854298

>>854224
I have a 1070 and it chugs at 4k after so many layers. It's a program issue and not specs.

Anonymous No. 854301

use mari

Anonymous No. 854308

>>854285
>>854298
This. The bottleneck is the shitty code.

Anonymous No. 854335

>>854298
do none of you people know how substance works, you do not need to work @ 4k

obviously the performance could be better but if you're sitting there working at 4k upset it's chugging you're a fucking idiot

Anonymous No. 854342

>>854335
What's the point in looking at a low res version if you are going to output at 4K.

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Anonymous No. 854344

>>854342
idk maybe so it doesn't chug

Anonymous No. 854345

>>854224
More than any GPU ever created has.
Substance is a piece of shit when it comes to memory optimization due to the fact it uses 3d point cloud projections for color and mask information rather than pixels.

Everybody in my studio is hoping for some good alternative, with every update substance becomes less and less viable as a character texture painting solution.

Anonymous No. 854346

>>854335
>do none of you people know how substance works, you do not need to work @ 4k
>obviously the performance could be better but if you're sitting there working at 4k upset it's chugging you're a fucking idiot
And you now that if you work in 2k on a 4k textures a lot of your mask can become pixelated as the upscaled projection locations dont get average but instead stay where you originally painted them?

If you are new to substance dont give out regarded advice.
Ideally you want to work at the resolution you will output out, but substance limitations are technical due to bad code and have nothing to do with any good workflow decisions.
Also fucking good luck using grunges and tillable textures in 2k with height input, then exporting to 4k and realizing the additional height info in mask fucking destroyed your normal map.

Anonymous No. 854347

>>854346
bro really need that high performance to apply a grunge mask

Anonymous No. 854349

>>854344
How would I know what kind of details I am going to get when I export without autistically swapping back and forth resolutions all the time. You obviously dont do this workflow.