FYI, they are having a sale.
14 comments
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Tyler Scarborough I strongly suggest people get Bitmap2Material it's what i use and it's brilliant >_< imo
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Teager Tempting! Thanks for sharing!
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Chris Jackson This is definitely on my must buy asap list.
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Malakina about bitmap2material...if you want a simple sollution, yes.. but then again crazybump or quixel does a better job on map conversion.. and in the end bitmap2materiall really is just a substance with a map input. So if you want to go into depth with texture creation and texturing then you are fine with substance designer and painter. If you are more comfortable with working in photoshop and editing textures instead of procedurally generating them, you can use the quixel suit, which is a plugin for photoshop at the extend of a standalone software and does about the same as substance painter, with a slightly different workflow and as mentioned, rather allows to edit loaded in textures in detail
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Malakina ah one more thing. if you plan to get bitmap2material, get the pro version, as it allows you to use it as a plugin in Maya, 3d s max, unity and the Unreal Engine. That way if you can integrate it directly into your workflow and for the game engines it can save recources as it can generate all the required maps on runtime. On long term you might find it more handy on the pro version and isnt so costly like the other products in said version.
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gfcprogramer It seems like merchandizing, I know is not, but I was struggling with some Unreal Engine Maps dependency on outer paid plugin "substance" textures, when most of them can be done with artistic efforts, I asked why many maps needs substance to of any use inside some game engines.
Sorry Substance clam, I wont buy it, most non professional artist won't afford.
Possible integration to substance is fantastic, but should not damage the integrity of any game engine, in my view.To be fair, tell me about tutorials on alternatives, or free software/plugins with simmilar capabilityes, like Blender is to Maya..
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Malakina I cant quite follow your argumentation. ofcorse you are free to pick whatever you feel like. Substance products and substance file types got clear advantages that no other product can deliver. Maybe not for Sansar to this point as for other engines such as Unreal or Unity. Substance Designer is a authoring tool for node driven procedural textures... they are more complicated to make, but once they are done, they are easy to manipulate inside the engine or substance painter to get the desired result in ways of pattern/tear and wear/ color and more without having to use destructive or long lasting workflows to adjust to the customers needs. Subsance painter allows to paint all shader maps with a single stroke. That allows more precise and realistic results compared to a workflow where you migth convert maps into others and fine tune them individually. Due to the use of multiple baked maps and smart materials/masks you are able to generate realistic texture pattern according to the model you modeled / sculpted. Ofcorse you can also use other tools, but there is nothing compareable to substance painter/ designer or even quixel. I think there is some plugin for photoshop aside quixel which also got some sort of capability to paint on multiple shader, but I wouldnt see a reason to pick that over quixel or substance.. it all costs money. Primarily its all because of the rising PBR workflow, which allows a streamlined realistic workflow where everyone can achive the same quality of results, why everyone nowadays uses substance and/or quixel
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Malakina or did you mean you didnt like the performance of substances inside UE4? you know, you can select which way to output the node systems right? like you can generate them on runtime, keep them editable during gameplay and low on file size or bake them out while compliling and not generate them on runtime, but then have a biger file size. ofcorse if you continiously recalculate them it would take quite a lot of performance, but if you change color once in a while or dirt builds up like every minute or so, its not a problem
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gfcprogramer Oh no malakina, Is my own desire to not limit myself to substance designer, and many sambles forcibly need uses them with plugins, have no choice.
Yes! Is great to make them compatible. I know many substance designers have desire to use all powerfull features! Im glad if they make things possible!
But if they suddenly say that only accept maya, I would be utterly shocked.
I would give up. I can do my work with blender, in months I cannot effort to pay maya subscritpion service.
I also use maya" but I cannot depend on their subscription my entire life.
If they cannot accept only models that maya cannot export, that would be a huge drawback, imagine if many studios that have working maya workflow giving up sansar because of a proprietary model extention!
Im glad they accept fbx, and this time fbx seems fine, just fine with blender.
Taking to substance, I hope substance get compatible, that would be great!
Tools like mixamo, adobe fuse, use substance plugins out of the box for avatars! And I use them :).I'm glad sansar have a strong fundation outside overpriced plugins and tools.
Out from there, we should have options to use substance.I also have my own tools of intregration of materials with physics up to the matter fusion-solidification I have plans to came up with someday, If I live strong enough to try to cross this huge challenge.
gfcprogramer
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Tyler Scarborough the only thing i got from all of this is that i gotta find a way to get it to work seamless with 3dsmax xDD
I have b2m 3.1 and im trying to find a way to export the .sbsar file =/
and i don't have a pro license .. i got the indie =/ -
Malakina does bitmap2material support .sbsar file export? Bitmap2material is a sbsar file itself at the core. all the sliders you got there are substance settings and output multiple PBR shader maps from a single diffuse map. What you actually get with the pro version is a sbsar file for use in unity, so you can create materials that generate those maps inside the engine once or on runtime to save recorces. There is also a plug in for 3d s max, so you could do those settings there as well.
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Malakina ah yes @ gfcprogrammer. I also dont really see the purpose for using primarily maya right now. hmm.. could be a different thing forr animations?! but it would probably just be a question of time to transfer riggs and workflows to different softwarepackages. But have you ever seen the advertising video of sansar? They talk about making it available for everyone to use, not just professionals.. so the goal is clearly not to just use expensive Autodesk products ;P
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Tyler Scarborough Yeah... Malakina, you said earlier that is supported plugin for 3dsmax... it just is a package that exports as .sbsar and you import as a substance
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Malakina yeah possibly its a sbsar file that you import, as sbsar can be read by max and maya. But its nowhere for you to export. You would get it by allegorithmic to use with max