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🧵 Is it cheating?

Anonymous No. 873810

Anonymous No. 873814

>>873810
What do you mean?

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Anonymous No. 873815

Anonymous No. 873817

>>873810
Should programs be difficult to use?

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Anonymous No. 873818

>>873810
you will take the Armor Paint pill

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Anonymous No. 873861

>>873810
yeah it's cheating and I called the texture police and they are on their way to make sure you hand paint your normal maps in ms paint from now on like a real artist

Anonymous No. 873870

>>873810
If you have to ask questions like this, you will always be a failure at what you do.

Anonymous No. 873876

It certainly feels like cheating.

Anonymous No. 873879

>>873876
what do you mean? Its industry standard.

Anonymous No. 873893

>>873876
Because everything has to be done meticulously frame by frame, inch by inch? You and other's that defend that retarded mindset most certainly have not accomplished anything remotely successful. If you want to suffer for your art, go for it but I guarantee it sucks dick so hard compared to someone who can "cheat"

Anonymous No. 873896

>>873810
>Is it cheating?
Yes, you can do most of that shit in blender but the performance is shit and the workflow is horrible if that's what you are asking.

Anonymous No. 873901

>>873896
you cant even approach the quality that the substance suite accords in blender

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Anonymous No. 873910

yes, only use photoshop

Anonymous No. 873911

>>873810
There is no such thing as "cheating" in 3D.

Anonymous No. 873923

>>873910
I like this image because it perfectly describes how i first worked at UPS.

Anonymous No. 873926

>>873911
>There is no such thing as "cheating" in 3D.
most agree that "scanning" such as megascans, facial and body scans, and cross polarized textures are cheating

Anonymous No. 873927

>>873926
You still have to retopologize those models anyway.

Anonymous No. 873930

>>873927
most people use the "wrap" method when using scanned data with the Wrap 3 scan processing software which generates almost perfect retopologized models onto an existing (purchased) basemesh using simulation

Anonymous No. 873974

>>873876
>the printing press is cheating you should have to write out every letter with ink and quill
do ye ol faggots really?

Anonymous No. 874032

>>873896
No, you can't. When something is so difficult that it's unusable by a sane person trying to get shit done in a reasonable timeframe, it may as well be impossible. I've tried.

Anonymous No. 874033

>>874032
if you have problems with something taking too long in 3d, the first thing you should do is start writing a script. Have you tried?

Anonymous No. 874035

>>874033
Are you seriously suggesting wasting time making a script for blender instead of just buying a monthly Substance sub?

Anonymous No. 874038

>>873930
>which generates almost perfect retopologized models
Wrap 3 doesn't generate a perfect retopologized model, as the name suggest it only does the wrapping of an already existing mesh onto another (scanned) mesh.
But it makes it possible to use one generic topology for a face and use it on many scanned faces. In combination with custom autorigger programs it becomes very powerful though.

Anonymous No. 874039

>>874035
Writing scripts is not only not a waste of time but it is a job unto itself (TD) that pays more than other industry roles while simultaneously being much more secure. If you cant script, you also dont really know what you're doing.

Anonymous No. 874047

>>874039
Nobody said that, answer my question

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Anonymous No. 874048

>>874039
>a job unto itself (TD)
"Blender TD"

Anonymous No. 874052

>>874047
its not worth buying a monthly substance sub because you should buy the perpetual license on steam during a steam sale. You will save so much money this way.

Anonymous No. 874064

>>873810
Why is everyone so new?
The first rule of computer graphics: Cheat
The second rule of computer graphics: Cheat
The third rule of computer graphics: Maybe math, but cheat instead if you can

Anonymous No. 874070

the only thing that matters is the end result
no one cares how you get there

Anonymous No. 874088

noobs always want to be "pure" and do every damn thing themselves.
you'll eventually realize that reinventing the wheel is a waste of time. making anything in 3d is fucking tedious and time consuming. anything that accelerates the process is not cheating.
i remember reading a book back when i was learning 3d that said the quickest way to model something is to steal it from someone else, i laughed at this then as i grew older realized it was probably one of the best things i read

Anonymous No. 874095

Yeah, the end result matters, BUT, if you want to do this professionally, you'll just have to do stuff from scratch so you can actually know how to do it on a job. Just depends on what you want to do. If it's lighting for example, sure, take premade assets instead of doing them from scratch, since your focus is lighting. Same for the other things. Wanna be a vegetation artist or be able to complete vegetation tasks as an environment artist in a studio? Then don't use Megascans, but learn how to create leaf textures from scratch and learn things like SpeedTree for building your plants. And so on and so on... Do main things from scratch and you can cheat with other less imporant things.

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Anonymous No. 874152

I just bought painter with the steambux I got from selling an old csgo knife and what the fuck, it feels like cheating. Shit that took me an hour in photoshop now takes me like 4 minutes with the same results in substance. It's fucking bonkers.

Take the substancepill, anon. Probably steal it cause adobe are cucks.

Anonymous No. 874167

>>874033
Ah yes, if the program sucks at something, just write a script to fix it. Sure, a script is all it takes to make Blender as fast and efficient at texturing at Substance Painter. I'm sure you've done that yourself and are now using Blender for texturing. Maybe your script is even better than Substance Painter itself? Ah, I'm sure it is. Personally I'll just be sticking to my Substance Painter Steam copy like a pleb.

Anonymous No. 874180

>>874167
the "script" already exists, it's called substance painter

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Anonymous No. 874181

>>874180
*ArmorPaint

Anonymous No. 874210

>>874070
tell that to blendlets

literally talking to a brick wall.

Anonymous No. 874252

i hate this program. i hope quixel mixer gets a big upgrade soon so i can use that instead.

Anonymous No. 874263

>>873974
dont use analogies, they wont understand

Anonymous No. 875472

>>873810
i wanted to use it but then ran out of storage space, so yes.

(can't even remember if it was actually bloated or if i'd just been too lazy to delete shit i didn't need or put in a new drive.)

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Anonymous No. 875479

>>873810

...in the future, you only need one application to create cool shit, and, it will be free, for anyone, no subscription service, no costs at all, and when something doesnt fit your needs, change and/or expand it!

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Anonymous No. 875511

Its not my fault that I think using all of these "Convenient Tools" are considered cheating. Throughout my entire life I had to deal with the mindset of "Conveniency = cheating" no matter where I went. I was always forced to do it the "hard" and """legitimate""" way. Now its all of a sudden OKAY to let technology to everything for you? How is that fair?

Anonymous No. 875519

>>875511
It may not be your fault that you were led to believe that, but it is your fault that you continue doing so. Open your mind. Embrace technology. Create more art. Fuck your sister. Be free, and forever happy.

Anonymous No. 875525

You still need skills to make use of it

Anonymous No. 875528

Whoever thinks SP does everything for you doesn’t know how to texture on a high level. Texturing isn’t about applying a smart material you downloaded on substance share.

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Anonymous No. 875561

>>875511

Photoshop never needed to add layers, the digital art world was fine without them. But holy fuck did they change absolutely everything.

Convenience in software isn't cheating, it's just not having to fight your tools.

Anonymous No. 875571

>>873810
nahhhh.

but paywalling exciting IP ripped models should be a death sentence after castration

Anonymous No. 875591

>>875528
This. The first time you try Substance Painter, you get the impression it does everything automatically, but all it does is automate a part of the process. The paradigm shift that Substance Painter brought about with its speed and ease of use just means the standards of texturing have increased. You get to try more ideas and get things done faster and more effectively, but you still have to do hours upon hours of manual work to get results that are actually on-par with modern standards.

Anonymous No. 875595

>>873810
There is no such thing as cheating.

You sound like brush painters who think using an airbrush is cheating.

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Anonymous No. 875597

>>875591
>the standards of texturing have increased

rofl

Anonymous No. 875613

>>875597
Numales seem to be obsessed with oldschool stylized low res textures. Sure they're pretty to look at as flat images, but where's that going to get you when you need to meet modern realism demands? Unless you're making a low poly mobile/indie game, you'll have to get with the times and start doing PBR textures.

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Anonymous No. 875614

>>875613
>Sure they're pretty to look at as flat images, but where's that going to get you when you need to meet modern realism demands?
this is your triple A realism, not even joking

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Anonymous No. 875615

>>875614
Nah, that's just bad art all around. Realism doesn't come out of thin air. There are prime examples of every graphical style, just like >>875597.

Anonymous No. 875616

>>875615
>Nah, that's just bad art all around.
its AAA and its done in the most recent halo game. Craig is a microcosm of the industry

Anonymous No. 875618

>>875616
It's a AAA game, but that's not a mark of quality. These games are only as good as the developers that make them, and sometimes even a studio as big as 343 can fuck up and put shitty work in their pre-release footage. Not that the final product was a massive improvement though, imo. They did eventually address the Craig problem before release though, which doesn't help your argument that he represents AAA game production standards.

Anonymous No. 875620

>>875618
its AAA to the bone. He doesnt look any different in the paid campaign except for adding cosmetics to hide the face

https://www.youtube.com/watch?v=5bn8W3Ps7eM

Anonymous No. 875621

>>875620
>He doesnt look any different in the paid campaign except for adding cosmetics to hide the face
If you can't show me an example of his face in the final game, then the problem doesn't exist.
>its AAA to the bone
Marvel movies are the American film industry to the bone with their drab visual style, overused and unrealistic CGI, but that doesn't mean they represent the apex of cinema or the capabilities CGI industry that helped make them. This is too easy for me and I think you're wasting your time tbqh.

Anonymous No. 875622

>>875621
>Marvel movies are the American film industry to the bone with their drab visual style, overused and unrealistic CGI,
I like Marvel/Disney as well as DC movies and they have a great visual style so thats just your opinion

Anonymous No. 875624

>>875622
>I like Marvel/Disney as well as DC movies and they have a great visual style
Oh ok, I'm sorry.

Anonymous No. 875625

>>875624
For what? I appreciate all the muscle sims, all the houdini particle sims, all the acting poses and i see it in 4k with 5.1. Its the pinnacle.

Anonymous No. 875626

>>875625
Oh for sure, the technical aspects of those can be awe-inspiring. That's about it. Same could be said about the artistically shittiest AAA game though, which is why again I'm not convinced by you trying to use a badly designed character in the latest Halo as peak AAA game art.

Anonymous No. 875628

>>875626
The "technical aspects" is an art unto itself. Making a custom rig and simulating it with a solver is an art. Same for particle effects.

Back to the state of AAA gaming : Our guy craig here doesnt even have a roughness map, not to mention his animations having no weght and being awkward af.

Anonymous No. 875631

>>875628
>The "technical aspects" is an art unto itself. Making a custom rig and simulating it with a solver is an art. Same for particle effects.
The technical systems enable artists to make art. If the artist sucks, it will look like shit. If he's good, it'll look good. Really I should talk about "art teams" instead of singular artists though, because game art at a AAA level is a team effort as the graphics are reliant on many aspects, with texturing being just a relatively small component. Not to discount the programmers' responsibility in the visual department though, because they provide the tools for the artists to work with.
>Our guy craig here doesnt even have a roughness map, not to mention his animations having no weght and being awkward af.
Maybe he does, maybe he doesn't, but in either case we've been over this. Craig was made by idiots and approved by an even bigger idiot who shouldn't call xirself an art director.

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Anonymous No. 875703

>>875613
Why do you have to get with the times? Why can't you just choose the artstyle that suits you more? This is the dumbest take I've seen in a while.

Get with the times and increase your workload by a significant amount because it's industry standard, while the industry is putting out the biggest pieces of shit games they've put out in years repeatedly. I'd rather stick to a niche.

Plus if I wanted to actually make real money I would just make furry porn for degenerates on twitter, working 10 hours a week, not some soulless megacorp

Anonymous No. 875747

>>875703
>Why do you have to get with the times? Why can't you just choose the artstyle that suits you more?
If you don't have what it takes or don't care to learn, then that's too bad. If you can achieve success doing nothing but a specific niche art style, props to you for being good at that and being persistent despite the very real fear of failure.
>This is the dumbest take I've seen in a while.
Maybe because it intimidates you.
>Get with the times and increase your workload by a significant amount because it's industry standard, while the industry is putting out the biggest pieces of shit games they've put out in years repeatedly. I'd rather stick to a niche.
It's up to you. I'm personally not only interested in video game art, but animation as well, so to me the ability to produce detailed and lifelike 3D art is a necessity.

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Anonymous No. 875770

If i were to pirate substance and used it for assets in my game, is it possible for anyone to prove that I pirated it? Like some guy looks into the model's/texture's hex code or filesystem or some shit? Same thing with goes with Maya

Anonymous No. 875771

>>874088
>i remember reading a book back when i was learning 3d that said the quickest way to model something is to steal it from someone else, i laughed at this then as i grew older realized it was probably one of the best things i read
do you remember the name of it?

Anonymous No. 875772

>>873974
the printing press and its consequences have been a disaster for the human race

Anonymous No. 875774

>>873818
trying to make shit in armorpaint is fucking awful. you have to source every single thing yourself, baking is a fucking joke, it uses blender's retarded nodes and rendering pipeline, oh and none of the skills learnt in photoshop are transferable.

free cucks BTFO

Anonymous No. 875775

>>874152
why would you buy the steam version? subscription is much better. you get all the updates included + designer and sampler as well

Anonymous No. 875776

>>875770
i doubt it. if you're really worried strip out all the exif data. i have never heard of someone being 'caught' using pirated software unless its a big company who got snitched on

Anonymous No. 875779

>>875775
You get updates for 1 year, you own it, and you save big money. If you want designer you can buy it perpetual as well. Take the steam pill

Anonymous No. 875782

>>875779
>2 months later
>decide to take break from texture painting
>stuck with software because of an impulse purchase
many such cases!

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Anonymous No. 875820

>>875782
>decide to take break from texture painting
i wish
anyways now that adobe owns it, it's basically dead. won't get many updates and a better competitor will come along in the next five years or so. might as well just buy the steam version and use it because it already has everything that makes the program useful.

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Anonymous No. 875832

>>875782
>7 months later
>want to texture again
>oh yea I bought substance painter and it still works without having to install creative cloud and have adobe threaten that you're not allowed to use an older version that has a feature that they removed for no reason

many such cases

Anonymous No. 875881

>>873810
Imagine being this fucking stupid.