Mari VS Substance Painter: A Professional VFX Texture Artist Perspective

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Hello, everyone. Welcome back to my channel. We're Cray for the realistic assets together. So for today's video, we're going to talk about substance versus actually, I didn't think I will have a full video about this subject again, after the videos I made previously, but it's still a subject that come up in comments and people asking about very frequently. Then I saw this comment that made me want to make the entire video about this again, the common sense. Hi, Jinshan I have been studying your tutorials for weeks, and I know Mary's is a great software, but I still believe that it is possible to achieve the same results and amount of details. Only using substance. What makes you go back tomorrow? It is a great common Daniel and the short answer for that is what quality each software can achieve was not really the reason why I choose to use certain software. As a matter of fact, achieving high quality on an asset has everything to do with the skill of the artist, not the software. For example, remember this? I think that was my expression. When I seen this for the first time, [inaudible] it's a time where we didn't debate about substance versus Mari. So how do a professional visual effects textual artists decide what software to use? The first thing you need to understand is a professional texture artist understands that every asset is its own unique problem solving process. I mentioned this in a couple of videos before, but I really want to emphasize this. I get comments and requests that made me feel like it. There is a sentiment that there is one out summit, cloth tutorial, or leather tutorial, or metal tutorial out there that will solve all these materials for you. For sure. That is probably not going to happen. Those tutorials can help for sure, but you can always encounter a new leather piece where the old way you used to do a one work and you will have to come up with new strategies. Jeez software, no one software would do everything for you on every asset. For example, I made two different clothing pieces for two different characters. One is Denon, which I have down completely instead of substance painter. I know that as long as I have a good denim fabric tolerable, I can achieve the Cardi. I want inside a painter only. It was easy to break up the Dannon color using substance painter texture brush. On the other hand, when I was making the lace material on my female bus, I know that besides projecting the displacement, I will have to project the opacity at the same time where Marie extremely flexible projection functions were a great advantage. So now I want to talk about Mari and substance painter's advantages and disadvantages. I don't want to spend too much time on this topic because I feel like in general, my audience has a pretty good understanding of both software or at least one of them. If you are really going to debate about which software is quote unquote better, then you need to at least have a decent understanding of both of them. What is Mari famous for? For me, it is the extremely flexible and artistic projection functions. It's ability to handle heavy geometry, high resolution, and many UDM tiles that visual effects production often requires. What is substance painter famous for? For me, it is the procedure workflows and the PBR real time. Shading recently, both softwares have improved what they were lacking in the past substance painter, just officially added UDM Marie added mask, baking functions, and the PBR shaders. They have become a bit similar software than before. And for me, they are running into the same limitations as well. Mario can handle hundreds of UTMs at a same time. It's grateful visual effects would action. Now we have PBR shaders too. It's great, right? But when you're handling large assets like that, it's very unlikely. You will use shaders at all. Turnout shaders makes everything slower. It's very hard on your machine, especially when you are deep into the tax return process, where you have tons of textures, adjustments, and channels, same with substance painter. We have UTMs. Now that is a great update, but on my personal machine, 10, four, K you dim is about reaching the point of stopping me right in the tracks. For example, I have to fill layers in the scene with seven 4k tiles. Every adjustment I do on a smile masks takes about five minutes to update. I have to lower view per resolution so I can keep working, but that means less accuracy because I'm not looking at my final resolution while at work. I know you might say, Hey, maybe your computer sucks. Well, this has been my experience on all my work machines from different studios as well to summarize real time, shading texturing on high resolution, large assets takes a lot out of your machine. None of the softwares can just take you there like that. So what are the main aspects to consider when you're choosing which software you're going to use to solve your problem? The first thing you have to think about is what are the unique problems you need to solve on this specific asset, knowing what you know about the different sectors, worse, which one should you use? Which problem? For example, if I know the asset requires a lot of procedural breakup, substance painter has clear advantages, but if the asset requires super fine, accurate projection, for example, a texture, XYZ projection, I will rather use Marie. You see in production, make these decisions based on production needs. You need to consider what kind of quality you need for this asset is a background to make ground or hero. If it's all the way in the back, you probably do not need a high resolution. Then substance painter will be faster. You also need to consider what is the time budget limitation? What software are you more comfortable with? If you're just so much faster inside Omari than substance painter that are weights, any kind of advantage desk, substance painter can give you, then you probably should use Mari. You also have to consider your hardware limitations. If my spaceship is 100 UDM, I probably won't bring it into painter or at least I will have to separate the geometry into smaller groups and create a separate painter scene for each group. If you ever worked in a professional CG studio, you will see including the leads and the soups. We almost never tell each other how to do something. Maybe we do come up with general strategy sometimes, but there can be a thousand ways to dress a kid in. And everybody understands that weight critique, the final look, but we don't micromanage how you achieve the look. As long as it looks, how you supposed to it's finished with that line and it fits into the pipeline. You can do whatever you want. I hope this video resolves some of your questions. I'm sure this is not the last time. We'll talk about this softwares together. I will say, give both the try and see what works for you. That is everything I have for you today. If you enjoy the video, give it a thumbs up and subscribe to my channel. I will see you in the next one.
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Channel: Artruism Digital
Views: 40,755
Rating: undefined out of 5
Keywords: mari, mari texturing, substance painter, substance designer, vfx, maya, zbrush, substance painter tutorial, substance painter tutorial character, substance painter tutorial beginner, substance painter skin, substance painter udim, substance painter stylized, substance painter 2020, substance painter projection, substance painter udim 2020, substance painter udim workflow, substance painter udim tutorial, texture, mari beginner tutorial, texture artist, 3d, cg, mari skin texturing
Id: Plo4X5P3mTs
Channel Id: undefined
Length: 7min 37sec (457 seconds)
Published: Tue Sep 29 2020
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