Great application indeed, also grab that “indie bundle” while it lasts!
Rotating mesh in painter would be awesome. way physic particles could be applied without worry about mesh orientation in 3d app.
For eg. oil leak is awesome for wearing some edges on airplane wings but it works only vertically. Sliders in particle properties do not work that well.
They are completely different types of applications. Substance designer is node based and you can edit the node parameters within UE4. Also the substance texture files are insanely small and are generated by the engine each time you tweak values, is done very quickly. Substance designer is ideal for tiling textures or textures that will be reused in various ways. Substances can also be used to create base textures for substance painter or other applications.
Substance painter is like painting in zBrush, Mari, or 3d coat. It’s great for hero assets or anything that needs a bit more attention than a procedurally generated substance. They are both awesome tools for different purposes. They are both also PBR ready and work great with UE4.
Quixel’s DDO also was recently released and it’s a completely different take on texturing from substance designer or painter. Quixel is integrated into photoshop and helps you create textures by using a bunch of preset textures and various filtering and layering of . You can also create your own presets for DDO. So depending on your needs and workflow they are all great options.
Thank you so much for clearing me out… After few months with Unreal Engine and level design, I’ve decided to start learning a different software to help my production. I’ve searched a lot so my conclusion was Mari / Substance painter and Quixel… and I really had difficulties to pick one.
However, Mari is extremely expensive, so dropped it. Quixel needs photoshop, and I’m not willing to A) Learning photoshop as well and B) Pay license for photoshop in the future, if possible release.
Also Allegorithmic looks very willingly to stick with Unreal Engine, which is a huge, huge plus for me… So the clear pick will be Substance designer and Substance painter for me… I hope the learning curve is not very hard, and I’ll be able to get used to fast.
However from Quixel, I’m waiting for Megascans… that looks so yummy.
The Quixel guys are awesome, and personally from an artist perspective, it’s the best bang for your buck. Easy to learn, lots of pretty presets, the closest you’ll get to a make art button.
Substance designer is definitely the best for actually producing a game. As long as there is sufficient tech artists and planning, but it can also be the most annoying when trying to make just one prop or texture, and is bad if you don’t want to learn how to really take advantage of it
Substance painter just is an additional painting app with cool PBR features and some nice particle based and weather. It handles PBR and layers really nicely.
I’m alone developer. Handling everything from A to B, and I enjoy it a lot!
So what do you recommend me to focus on? Quixel or Substance? I’m aware I can try them both, but it will take me at least a week to each of them to decide that, so I’m trying to save that one week and pick one of them.
If Quxel is easier than Substance, I’ll have it in mind as well.
If you have Photoshop DDO is worth trying out, 30 day free trial, pretty easy to learn. There’s a decent amount of tutorials and videos. It’s very artist friendly and really quick and automated in lots of ways.
Substance designer is great if you are used to node based programing and materials. Very non destructive and really allows you to make an entire level and just tweak parameters, download the Allegorithmic example map and play with that (I actually haven’t done that yet, but I did play with the last version of their plugin and some content).