i very often find myself working on textures in photoshop, and wishing it was possible to truly edit/paint multiple layers simultaneously.
for example, i have a source bump map, spec map and diffuse, and i need to transform, warp, clone and paint to get the final result. doing this in photoshop is a nightmare cos you have to work up the diffuse, then either generate a new bump from that, or try to recreate the map again starting with the bump.
etc. etc.
i wanna be able to work on all the maps simultaneously. any ideas?
well ive seen a lot of people use Mari for texture work, so i should probably give it a try.. im so scared of moving away from the comfy sofa that is photoshop though!
could somebody confirm mari allows editing of multiple maps simultaneously as described above? i should probably just try the damn thing.
yep to be honest the quixel suite put me off a bit as their website doesn’t tell really explain what the product is.
It started out as photoshop actions on steroids and eventually got developed as a set of separate applications that run inside and alongside photoshop.
Changing your diffuse map automatically generates changes across all maps (bump spec etc.) along the lines of crazybump but with all your photoshop brushes. It has some other handy features like clever masking.
While the quixel suite can give impressive results it seems somewhat limited in its style i.e you will end with quixel suite looking textures.
I think substance designer might be a much better option much broader in terms of what results you will get.
Its been on my must learn how to do that list for a while.
Designer is somewhat similar to the slate material editor
Substance painter is a bit like paint in Zbrush or Mari
They have been designed with the idea of replacing photoshop from your texturing workflow
and are reasonably priced so if I ever manage to save some money I will buy it
The quixel stuff does look amazing. I’m just a little concerned about how much set up there is prior to using DDO. Is the suite aimed more for gaming textures etc ? It seems you need to have a low poly and high poly version of each model to create normals etc etc. But couldn’t I just use a high poly mesh and get the normal info, AO etc directly from the model to use within in DDO ?