Haven't used quixel suite 2 yet. But I noticed that Substance Painter is fucking slow with 4K textures. I know you push down the resolution so your viewport can become more responsive. I know that, but what about the fucking dirt/edgewear generators? It fucking takes 8 seconds waiting time for incrementing 1 little fucking parameter. So Quixel faggots do you have the same issue? Is Quixel slow?
>>506203 Are you using an AMD GPU? If so, that's probably why. The painting in Substance is GPU accelerated and requires a good GPU to do 4k and 8k painting. Quixel is faster at high res texture painting though due to the Photoshop core it's running on.
How are textures like these made? in particular character textures. I can see that it's not a real image, but it looks pretty real. But too real to be drawn from memory at least. Do you have a real image in let's say layer 1 and then draw it in layer 2? Shitton of filters involved?
Sometimes it's from 360 degree pictures, then photoshoped, or just realisticly drawn entirely from photoshop with a combination of 3d modeling rendering like giving a sword some wear and tear and exporting that as a diffuse/normal....etc....
>>507421 It's absolutely not too real to be drawn from memory, because it's not drawn from memory. It's just how the face turned out based on common rules about facial anatomy and skin texturing the person has learned. You learn how facial feature work so you can recreate them and add variance, and you learn how to paint hair texture, skin coloration and the finer details or skinn coloring and then go wild with those concepts to create essentially a new human being. It might sound daunting, but with a lot of practice,... Comment too long. Click here to view the full text.
>>507229 no one rigs and animates any high poly assists, that would be a pain in the ass. they use high quality/large normal maps and you can rig/animate in zbrush, zbrush is a sculpting software you gotta use maya/3ds max/c4d/ or blender to rig and animate
If I remember correctly Blender has an option to edit topology while maintaining the UV texture intact. Maya's bonus tools comes with this feature as well. 3Ds Max most likely has it too. I forgot how's it called exactly.
Finnaly bought Mudbox after using Student Version forever, only thing is, whenever I download Mudbox, it gives me the student version again, what do I do to get to the installer with the keygen so I can input the key I was given?
I have a few years experience 3ds max and am decent with Maya.
I now want to get into modding and experimenting with game engines but I don't know where to begin, any advice? What modding tools or engines would be friendly to someone who is used to 3ds max and maya? Do i need to dl tools specific to a game (say, the witcher 3)? Even pointing me towards a website or tutorial would be much appreciated, thanks
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