Well, small/medium intuos pro is way cheaper that iPad Pro + pencil... just saying... And it works better with ZBrush...
It might ultimately be proof of concept now, but the point of showing a low-count bounce raytracing that still looks decent especially after denoising gives us a nice roadmap on the future. Maybe given time, we will move to this as the new standard or at least a probable alternate to baked lighting.
Fuck you I'm stuck in some bullshit game some dickhead thought would be exciting.
As you might have noticed, Algorithmic has finally launched Substance Designer 6. It’s a powerful new release that has a lot of updates and cool features. During a period of time, some prominent game artists had a chance to check out this project and figure out the perfect way to use the new technology. Now they can finally share some of the things they’ve created with SD6.
In this post, we’ll show some of the astonishing work Mark Foreman has done with SD6. The biggest feature here is the introduction of architectural elements. With the clever manipulation of the graph, you can literally build very complex stones, bricks, and stained-glass windows.
A Substance for generating a Gothic Rose window bedecked with Roses. The graph could now quite feasibly be modified to generate variations of the architectural elements, then used to create a whole texture set.
I made a lot of use of the new Curves node which proved invaluable for creating the carved masonry. A lot of the shapes I made with the Curves node would have been practically impossible with simple gradient adjustments, or at the very least a lot slower to perfect. The text node made adding flavour with the inscription a breeze.
Apart from an imported bitmap for the Substance “S”, everything was created entirely inside Substance Designer 6.
Mark Foreman, CD PROJEKT RED
You might say it’s insane. It is. It’s insane.