1006x1080

1603927372_hgh_me....jpg

๐Ÿงต Untitled Thread

Anonymous No. 876889

Why textures made in photoshop looked so much more soulful? Everything made in substance painter looks so fucking boring and the same. Is it because photoshop wasn't that easy and required actual artistic skills?

Anonymous No. 876892

>>876889
You can do exactly the same thing in Substance, just don't overuse procedural generators and handpaint everything.

"Soul" is just caring enough about the work and adding lots of tiny unique details across the texture. I'd say it just requires a lot of time and effort, nore than the pure skill itself. People usually give up too quickly when making art, and I realized that (even though ofc you need to actually know what you're doing) what separates average from great depends a lot on the amount of time you put into your work, just keep adding layers and layers of detail. Tiny autistic things almost noone will consciously notice, but even retards like you will feel it and then make shit threads like this on 4chan asking why they feel that way.

Anonymous No. 876893

>>876889
no, it isn't, cris

Anonymous No. 879100

>>876892
>"Soul" is just caring enough about the work and adding lots of tiny unique details across the texture
exactly

Anonymous No. 879102

>>876889
Go eat some lead Chris

322x400

9780128006450.jpg

Anonymous No. 879130

>>876889
PBR autists heavily shilled their artless shader models and made everything shiny in 2014
CG hasnt been the same since

322x400

ground zero.jpg

Anonymous No. 879131

PBR autists heavily shilled their soulless shader models from 2004 onwards and made everything shiny
CG hasnt been the same since

119x209

1638816538402.png

Anonymous No. 879143

>>879131
I partially agree, mostly because I do not care one tiny bit for photorealism.

Anonymous No. 880139

>>879131
why do they think computers understand lighting / texture better than i do? diffuse is all you need.

Anonymous No. 880142

>>879131
>>880139
>>879143
Have you looked at old 3D models? They just painted the lighting onto their models. What might fit on one game would stick out like a sore thumb elsewhere.

Anonymous No. 880143

>>880142
based. reusing assets is for lazys

Anonymous No. 880168

>>879131
tip: you can still do non-pbr graphics and become successful with them if people like them enough

Anonymous No. 880208

>>876889
>"Soul" is just caring enough about the work and adding lots of tiny unique details across the texture.

It's not even that. You can get "soul' with nothing more than vertex colors an occasional tiny texture.

"Soul" isn't detail, it's intentionality.

There's next to nothing intentional about dumping procedural textures on a surface, fiddling with some numbers until it stops looking like total shit, and then hitting bake.

This exactly the same thing that makes 2D art look better than 3D a lot of the time - all those tricks to normal edit normals and playing with shape keys to deform models to how a 2D artist would draw them are all about trying to eliminate the automatic nature of perspective correct rendering and physically correct shadows and bringing back intentionality to everything.

Anonymous No. 880258

>>876889
>Why textures made in photoshop looked so much more soulful
overlay your ao and height onto a color map and it will be as soulful as you want it

Anonymous No. 880269

>>876889
>photoshop wasn't that easy
the exact opposite of that. PS have easy and powerful workflow, where you can just drug and drop pictures and play and fuck around with layers, filters and transforms until it clicks and it's super fast.
SP is a powerful tool, but sometimes, it seems like a pain in the ass just to play around. I just think SP doesn't provide the same speed and level of freedom as PS.

Anonymous No. 880283

>>880208
Procedural != unique and intentional

Anonymous No. 882316

>>876889
Is this a troll post? Substance Painter is worlds and universes better than Photoshop for making textures.

Anonymous No. 883771

>>882316
>>876889

I'm not sure why people think using photoshop is the "old-fashioned" way of painting textures? Photoshop came out in the early 1990s, 3D painting apps also came out at the same time. 3D painting apps have always been around.

See:
https://en.wikipedia.org/wiki/Amazon_Paint