Sub painter is very interesting…is useful with zb? IF yes wich workflow must be used? Thx
I recently bought the Substance Designer/Painter package. Designer can import higher poly meshes from Zbrush and create just about any type of textures, normal, ao, etc; it even can pull your Zbrush pixel paint to create an initial texture.
Painter is pretty nice, it’s a lot like Photoshop but purely focused on 3D painting/texturing and PBR. It has a layer system exactly like Photoshop, even blending and effects that you can stack. The real beauty of Painter is not being locked in any resolution, so if you were working at a 1024x1024 texture and decided to upscale to 4k, it just recomputes it, very much like vector. There’s a lot to it, and I’m still fairly new to it myself, but I think it’ll become a staple of a lot of workflows fairly quickly. They got up some new getting started videos for the 1.0 release on their youtube channel which are really good: https://www.youtube.com/watch?v=qv2su73jCrU&index=1&list=PLB0wXHrWAmCyJEDZLLQvusBxDbskFmh9K
Painter looks awesome! Though w/o a goz function it definitely would get tedious for export/import from zbrush for models with lots of subtools, but may be worth it:D
IF yes wich workflow must be used? Thx
I usually create the high poly sculpt first and then retopologize for the low resolution mesh. I’ll then bake my normal map, ambient occlusion, and cavity maps in xnormal (substance designer has a built in baker which can be useful if you’re using that, as you can easily update the maps if there are any revisions).
If I’m using one of the Substance tools then I wont polypaint the mesh like normal, but I will try and use it to create masks by making each material a distinct solid color.
Substance Painter is IMHO great value for money and a valuable asset for use with ZBrush.