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๐Ÿงต Untitled Thread

Anonymous No. 868914

What makes texture painting so hard to develop for Blender when we have Armor Paint which is open source and free and has been able to do it in some degree for years?

Anonymous No. 868927

>>868914
I don't want proper texture painting in Blender. You can already do basic layered painting Blender if you absolutely need to and that's good enough. Blender would never beat Substance Painter anyhow.

Anonymous No. 868928

>>868927
armor paint already has the substance fee;. just needs the polish

Anonymous No. 868929

>>868927
armor paint already has the substance look and feel, just needs the polish

Anonymous No. 868930

>>868929
But it doesn't have its features, you know, the thing that actually matters.

Anonymous No. 868934

>>868930
*You don't have the skill

fix'd

Anonymous No. 868939

>>868934
Correct. Nice self-roast btw.

Anonymous No. 868950

>>868929
I suppose it's better than spending days fighting Blender's shitty texture painting Blender if you really can't afford SP.

Anonymous No. 868952

>>868939
>>868930
Substance output looks like puke. You can always tell when no-talent POS "artist" use smart materials.

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Anonymous No. 868954

Lads, feels good to be a Mari chad.

Anonymous No. 868973

>>868952
Only if you don't know how to fine tune smart materials and make your own. My Substance textures look the same as stuff I'd painstakingly paint manually before, except even better because I get to automate the bullshit manual parts and spend more time on getting it to look the way I want.

Anonymous No. 868998

>>868973
I thought you werent supposed to "fine tune" materials at all and instead make them all in Designer.

Anonymous No. 869005

>>868952
Please stop embarrassing yourself, you clearly don't understand how to use Substance Painter at all...

Anonymous No. 869006

>>869005
No I don't, because it looks like garbage. Use Mari, you pleb.

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Anonymous No. 869012

>>869005
Look manbaby, are you aware that Substance is only good for game assets? Right?

Anonymous No. 869018

>>868998
You can make new ones in designer if you want to make it easy to use them again in the future, but adjusting existing ones is viable as well. As long as the end result is what you want, anything goes.

Anonymous No. 869028

>>869006
>>869012
Worst kind of 3D artists right there, have a (You), boys...

Anonymous No. 869032

>>869028
Best kind since I'm in big boy VFX, not some manbaby game shit. But keep raging you baby. :^)

Anonymous No. 869037

>>869032
with games you can play them over and over. With a movie or a tv show you might watch once in your entire life. There simply is no comparison.

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Anonymous No. 869038

>>869037
lol OK manchild.

Anonymous No. 869044

>>869038
I play games and I make games and I'm smarter than you.

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Anonymous No. 869045

>>869044
Sure thing Jamal

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Anonymous No. 869052

armor paint is good enough for my low poly tanks with PBR materials.

Anonymous No. 869418

>>868927
Wait, I can use layers in Blender for texture painting? how?

Anonymous No. 869419

>>868950
the only problem I have with AP is the camera controls, it can't do focus for rotation and stuff.

Anonymous No. 869421

>>869052
gtfo cris

Anonymous No. 869438

>>869418
You just keep connecting a bunch of Mix RGB nodes on top of each other. I can't explain it in detail rn, but there are some tutorials for it. I've used it for actual texture painting in the past, but it's not good for anything serious.

Anonymous No. 869452

Back to the question:

>What makes texture painting so hard to develop for Blender when we have Armor Paint which is open source and free and has been able to do it in some degree for years?

Anonymous No. 869476

>>869438
I see, yeah, it would need to be baked if I wanted for something outside of blender.

Anonymous No. 869486

>>869452
because it is unreasonable to expect a multi purposed program to ever be as good as a specialised one at that task, nobody paints in maya, max, c4d, modo etc. either but for some reason blender users have the expectation that it can replace dedicated texturing programs, why?

Anonymous No. 869501

>>869476
What I did was save all the images I painted into one folder and combined them in photoshop into one texture.

Anonymous No. 869510

setting up blender to texture paint is a convoluted mess right now. Work spaces should never have been introduced. switching between them is not easy since lots of settings and views are not saved between workspaces. multi windows are also not well designed with multiple workspaces. I have to keep rearranging my secondary windows when switching workspaces. Absolute mess.

Anonymous No. 869583

>>869486
I dont think you understand free, open source development. Once some has put the effort in and open sourced their work, you dont have to start from zero again. Armor Paint has already achieved a lot. Blender painting is in a pathetic state and can easily learn from it.

>nobody paints in maya, max, c4d, modo etc
Those are not open source programs. See the above.

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