![]() There is no point in trying to "be different" just for being different sake, when everyone is used to how basic workflows in image editing programs work. I hope you take this constructive crit into consideration. ![]() You guys have achieved a marvelous app and with Texture now, you have the chance to a real competitor. Simply can't afford to choose a workflow that makes stuff more difficult. Sorry for digressing a bit, yeah, not having pass through, was the cherry on top for me that keeps me from further learning to texture in 3D Coat. But painting is still stubborn for me to get into with those strange problems and behaviors making it unnecessarily difficult to handle for complex PBR workflows. ![]() The new retopo and modeling tools appeal to me, the modeling tools are a great addition. Almost unusable for quick and fine-tuning of textures. Let alone the fact that for a painting app, dragging sliders to fine adjust layer opacity is still terribly slow, which I found disappointing to see still in 2021. This preview would not be needed if the workflow would work with masks and hence be more non destructive. Also not a great fan of waving a slow rectangular "Smart Material Preview" into my face that does not even show the material at my true Texel Density. How can I even tile a texture, for example? Why is there no numerical tiling value in a texturing app for games. Those things just pile up too much, and I can not afford to spend any more time learning to work around those things and not use Substance Painter or other texturing apps (Marmoset, Mixer) with a much more straight forward and logical workflow. For me, it is a showstopper having to deal with this stuff, no matter how great and organic the painting feels otherwise. Now, after trying 2021, for me, it takes away all the potential that I see in this app for texturing. And then even no possibility to use those as containers for organizational purposes only without influencing their blending behavior. No real distinction for groups other than acting as expandable parents. No masking other than "invisible" clip mask layers. It is often said in the official training videos that it was designed to mimic Photoshop and should work the same way. The painting system in 3D Coat has great potential, but the workflow to me feels a bit like all over the place. Organization on the most basic level is what makes professional users appealed to the workflow. For this reason, Substance Painter (and basically any other image editing software) has folder icons, or even the ability to assign colors to layer groups in the latest versions.īasic usability stuff like this is essential before adding all the more detailed features. Layer groups should be visually distinguishable and take off the cognitive load and eye strain to detect them during a painting session. There is already a lack of Folder icons, which makes organizing layers difficult from a visuals' standpoint. Coming from years of experience in Substance Painter and using Affinity Photo and Krita, sadly, I can not use a paint system for PBR texturing without this, no matter how cool it otherwise seems. ![]() After learning to further understand it and try to get over the fact that there are no B+W layer masks to control layer opacity whatsoever, I found it hard to believe and was very surprised that there is no pass-through mode for layer groups. With 2021 out now, I was trying to get into 3D Coat painting tools again.
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