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๐Ÿงต Substance modeller.

Anonymous No. 864270

https://twitter.com/GioNakpil/status/1462899012541943808

Blender bros....

Anonymous No. 864271

>>864270
https://www.youtube.com/watch?v=mV3ueP03Onk

Is over for blender sculpting.

Anonymous No. 864272

Hey nomodeler, working in zbrush is already like that but 10x better.

https://youtu.be/5qNRXutENW4

Anonymous No. 864435

>adobe
Lol

Anonymous No. 864451

>VR
no, thanks.

also, fuck Adobe. I'll seed this even if I don't use it.

Anonymous No. 864465

>>864272
This workflow looks like total dogshit compared what the first two posts showed.

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Anonymous No. 864479

This is (was) Oculus Medium, which has been around for a while. Adobe just bought the software off of Oculus (Facebook [now Meta]) and renamed it for brand consistency.

Anonymous No. 864490

>>864451
Based ancap

Anonymous No. 864519

i can see the advantages of VR. Might actually convince me to buy a headset.

Im interested in seeing more videos.

Anonymous No. 864615

>>864271
Literally noone sculpts in blender

Anonymous No. 864620

>>864270
So it's ZBrushCore with VR support? I do like that it integrates directly with Painter. That's probably the only thing it has over ZBrush -- intuitive texturing tools and map baking.

Anonymous No. 864622

>>864272
I think it's worth pointing out that he goes through 5 different programs in his process (ZBrush, R3DS, Painter, Designer, Keyshot) while the Substance video is handled entirely within the same program suite.

Anonymous No. 864625

>>864615
Quite some people do, but I wouldn't recommend it unless you're crazy or gifted/autistic.

Anonymous No. 864626

>>864625
The same could be said for Maya's sculpting tools. Though as I typed that I realized Maya can actually handle extremely dense meshes much better than Blender. Maybe it would be the better choice?

Anonymous No. 864627

Don't care for the VR cancer, fuck that.

Anonymous No. 864633

>>864615
pyw

Anonymous No. 864645

>>864626
You'd probably be better served with Mudbox. There are artists doing amazing work with it.

Anonymous No. 864648

>>864645
I've seen good work from Mudbox but hardly anyone ever talks about it, at least compared to ZBrush.

Anonymous No. 864656

>>864648
Yeah it's kinda strange. Every once in a while I come across some work, I think it must be made in ZBrush, and it turns out it was made in Mudbox.

Anonymous No. 864659

>>864648
>>864656
Because Mudbox is essentially a somewhat gimped ZBrush, and a much better alternative to ZBrush compared to Blender but the difference is its users are aware of its limits and there isn't an entire community of vocal retards who push for Mudbox supremacy.

Anonymous No. 864696

>>864659
Simply using tool X won't get you anywhere if you're not an artist.

Anonymous No. 864697

>>864696
>the tools dont matter meme

Anonymous No. 864698

>>864697
They matter a lot less than you think.

Anonymous No. 864699

>>864698
Do you use 3d Studio Max 2.5.

Anonymous No. 864700

>>864698
Sorry, cant hear you over my houdini ;0

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Anonymous No. 864704

>>864697
>>864696
>>864698
>>864699
>>864700

>made on Silicon Graphics powerhorses from 1992 that mounted a whopping 512 MB of RAM and costed $250'000+ per machine

you have $800 worth of 8 cores and 8GB of RAM in your pocket and all you can do with it is look at TikTok and shitpost on 4chan.

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Anonymous No. 864706

>>864704
If you want an even bigger stretch, take this one made by pixar in 1974. To put into perspective, they didn't even have a monitor to see the real time output. Everything was done by hand, assisted with math.

Anonymous No. 864707

>>864699
>>864700
You are no artist, I can tell that.

Anonymous No. 864718

>>864706
the earliest pog

Anonymous No. 864734

>>864706
An it took only a DEC PDP for the (then) price of a luxury car to output these.

Anonymous No. 864738

>>864704
99% of the people here are incapable of that even on todays hardware.
It was a gargantuan effort at ILM at time to get this working.

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Anonymous No. 864741

>>864707
i am a simulation artist - hair, cloth, hard body, soft body. Our jobs are more important than some artfag

Anonymous No. 864742

>>864741
Delusional, but I have respect for the mentally ill.

Anonymous No. 864777

>>864738
If you give me the same time and same salary as the artists back then I recreate it and make it look even better.

Anonymous No. 864818

>>864622
I think it's worth pointing out that that turtle model is far more complex and borderline undoable with that limited meta blob clay meme software.
Like >>864272 said, this is a tool for nomodelers and will be used exclusively by """managers""" to explain their new cool idea to a guy who then does it properly in ZBrush or some other professional software.

Anonymous No. 864821

>>864777
Link to your portfolio, please.

Anonymous No. 864831

>>864818
I'm not denying that. I'm just pointing out that getting from concept to completion with a ZBrush project usually has a few more stops in other programs before it's finished.

I like the idea of being in a single suite of software (which is something Blender has in its favor) but most of my work is ZBrush -> Maya/3DS Max -> Substance -> Rendering. Occasionally Photoshop sneaks in there, too. I don't see my workflow changing until jobs start asking for Houdini more.

Anonymous No. 864832

>>864831
How do you survive without /stage/?

Anonymous No. 864836

>>864270
>Adobe overextending the Substance project, guaranteeing substandard quality across the board
Epic

Anonymous No. 864837

>>864625
>but I wouldn't recommend it unless you're crazy or gifted/autistic
Doesn't matter if you're gifted or autistic, it's a sheer technical failure over the alternatives. The same PC that shits the bed when Blender sculpts go over 2m polys can at the same time sculpt to the same level of performance at 80m in ZBrush

Anonymous No. 864840

>>864622
why do you not consider it swapping programs when substance guy has to go from one substance program to the other but you do when it's the zbrush version?

Like you do realise it's not one huge program right? them being branded the same doesn't mean you're not still swapping programs.

In fact zbrush has a wrap plugin (zwrap) so you actually need to swap programs less overall than if you were to attempt the same workflow in the substance thing.

Anonymous No. 864843

>>864832
It's tough but I manage.

Anonymous No. 864847

>>864843
how do you collab without it mate?

Anonymous No. 864853

>>864840
You're correct that they are separate programs but the entire substance suite has very tight integration. ZBrush attempts to do so with GoZ but it doesn't always function properly, especially when updated to a new version.

You mention Zwrap, but in the video posted we see him use a different wrapping program. Not sure why. All in all, I'd say Substance Modeller will give you real-time assets faster but the quality of the sculpts won't be comparable to what a competent ZBrush user could create.

Anonymous No. 864855

>>864853
>You mention Zwrap, but in the video posted we see him use a different wrapping program.
he uses Wrap3 which is the same fucking thing. Come on son.

Anonymous No. 864857

>>864853
>You mention Zwrap, but in the video posted we see him use a different wrapping program.

you reveal your ignorance.

Anonymous No. 864861

this is the future whether you zbrush boomers want to admit it or not

Anonymous No. 864874

>>864861
just like mudbox, 3d coat and blender sculpt right?

Anonymous No. 864905

>>864874
>mudbox, 3d coat
capable of really great things in the right hands; emphasis on the later part.

Anonymous No. 865440

>>864905
And yet used by no one of note on no production of note; emphasis on the entire thing

Anonymous No. 865488

>>865440
mudbox is def used, it's not a zbrush replacement though

Anonymous No. 868625

>>864271
>already stamping Adobe branding all over everything

Anonymous No. 868645

>>864271
All that money, and they can't even hire a human voice actor.

Anonymous No. 868851

>>864270
>fast forward 100000x