![]() And probably a few other things I can’t think of right now. They can affect masking (which parts of an model or painting you work with), brush appearance, how colors, or materials are laid down, and the shape of sculpts. In ZBrush, alphas are used for much more than just bump or displacement maps. Some other programs are limited to 8-bit alphas, which can produce noticeable ‘stairstepping’ artifacts. Note: ZBrush alphas are 16 bits in depth, which simply put means that they can produce much smoother gradations in gray, and hence wherever they used. For example, bump maps and displacement maps (both in ZBrush and in other programs) are both alphas the gray intensity represents the height or depth of the bump or displacement. It can be used to represent intensity, masking, and similar things. You can use these alphas in any 3d software.ĪLPHAS An Alpha is a grayscale intensity map. Quixel comes with the most materials and usually crashes before you are able to use them.33 Organic_Skin Alphas (Seamless & Tileable) Vol 20 Mari is only useful if you're working on an IMAX movie that requires 48k textures. Substance Painter is a reliable, stable program for texturing things that have already been UV mapped.ģD-Coat is a fast, fully featured 3D program with boatloads of features I haven't gotten great results with Arnold yet - mainly because I'm still learning how to use it. It just feels like I can get faster results.įinally, 3D-Coat has a exporter for Arnold and it has its own render room as well. I prefer 3DC personally over substance for painting. I would rate the sculpting as better than Mudbox but not quite as good as Zbrush if you are an experienced user. It has auto retopology where you can retopologize an entire model with just a few clicks. It can handle the entire process of sculpting, retopology, normal map projection, UV Mapping, and texturing. Out of all the programs you listed, 3DCoat has the most features. It's starting to become a bit of an outdated workflow, but I think it will be around for a while still as pretty much everyone already knows and uses photoshop, so it's always the default choice until you buy and learn another tool.Įdit: By "Next Gen" I am referring to Assets that have multiple maps (Diffuse, Normal, Emissive, etc), whereas by "Low Poly" I am talking about a single (often low res) Diffuse Texture + Alpha channel You do however paint directly on your uv map and preview the results in your 3d tools viewport. I personally also experienced alot of crashes with quixel.Īdded this option because plain photoshop is still very widely used and very versatile. But being part of Photoshop also means that you have to do things the photoshop way, whereas Substance Painter offers a workflow that was built with 3D texturing in mind. It is also my tool of choice for Next Gen stuff.Īs already mentioned it is integrated in Photoshop and thus has a big userbase as well. ![]() It offers a very nice workflow and has replaced Photoshop for many artists. It seems to become the new standard for Next Gen game art. For Low Poly it is probably also the best choice. It's a good choice for both Next Gen and Low Poly. ![]() Very versatile tool which also offers sculpting, retopo, UVing, but mostly used for it's painting tools. Used alot in Film, but a few Next Gen Games (The Order for example) have used it ![]() Do not make requests for free 3D modeling services.Do not post links to paid models or use this subreddit to advertise your storefront.The point is to have a place where we can help each other out. Links to different articles and videos about 3D modeling are highly encouraged, whether it be a great CGI film or an article or new rendering software.įeel free to post questions or opinions on anything that has to do with 3D modeling. This is a place to show people your 3D models, whether it be 3d studio max, Blender, Maya, Zbrush, Rhino, Alias, any type of 3D models.
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