Adobe Buys 3D Textures and Materials Specialist Allegorithmic
40 replies, posted
It's hard to compete with a large corporation with as much power as they do. This is the logical conclusion of capitalism.
I don't know if this guy is gonna come up with anything but
http://boundingboxsoftware.com/materialize/
Unfortunately, I already have something that does what Materalize does. I really need texture painting. Blender's implementation is...awful. So far my toolset is GIMP, Blender, Filter Forge, and MindTex 2. They get me somewhere, but what I have right now is only usable for low poly or simple objects, which will get me nowhere.
Good for you but don't think you're actually helping the situation by doing that.
Using a product promotes and normalises it, even if you don't pay for it. By using the superior product and skipping the extortionate licencing, you're promoting it and gaining an unfair advantage over those who can't or won't pirate it.
googling around, there's this
https://paintcube.co/
seems a little limiting though
Interesting that it's web-based, though it's a subscription-based service, so I still have the problem of somehow managing to keep up with payments, which is what I was hoping to avoid. Not necessarily looking for free, but something I can at least save towards to buy once and done. I was hoping to eventually be able to afford 300 bucks for the Painter/Designer suite, but by the time I save up for it, it may be sub-based with Adobe buying them.
There's just nothing as feature complete, powerful and efficient like the Substance suite out there for texturing and materials. And it being in the $150 range for indies was unique as well. I really do hope they don't change their business model, and honestly i'd recommend buying a license now if you can afford it.
The CEO of allego being VP of 3d at adobe is cool for his career but means jack shit for consumers, hed still have to obey the Adobe board who are responsible for the way the company has been managed till now.
Big studios will pay licenses of the best tools whatever they cost to their employees. The immense impact of cheap powerful tools have is to allow the indie market to at least be on an even ground to keep up with AAAs tools wise.
New amazing 3d tools are great for big studios and allow them to be more productive, but widen the gap if they're not affordable to indies who have to work with slower tools. Large studios can be extremely efficient and make larger and larger experience, small studios painfully keep up to create enough content for the standard of whats considered a feature rich quality game now.
So the real tragedy here is that even if substance doesnt change pricing, a team that was making tools priced fairly for indies will now make tools for the adobe suite and
https://files.facepunch.com/forum/upload/297971/f8082175-58cb-4dc2-8b71-9d9f2b23c824/image.png
Yeah 1k a year isnt what I call affordable for indies.
I guess I worded my post poorly
My focus was on your last statement - that there is free software to help you as a 3D artist in general, not specifically a replacement for substance designer or whatever else allegorithmic makes.
My thoughts at the time were: Blender for 3D modeling, Gimp or Paint.net for 2D, and as posted in this thread already Materialize for deriving multiple texture maps (for PBR)
At some point within the last year I've used all of these.
In terms of 3D design, Blender is a very powerful tool free to use tool, and although at first I didn't like it compared to XSI, I eventually found it comfortable to use.
I do have experience in PBR content as well. If you understand the underlying texture maps that you need for your own PBR workflow, you can create them individually.
When I use these tools, its often for quick mockups. I dabble in 3D rendering programming as a hobby, often posting dev progress on my own rendering applications in WAYWO here.
I can work with simple objects that way, but more complex stuff like bodies I really need a competent 3d painting program, otherwise it's like pulling teeth trying to add detail. I tried looking at Quixel but apparently it requires Photoshop, which is a non-starter.
Man, that sucks. I personally don't use Substance painter or anything, but as a freelancer I am reliant on Adobe products for my work (mainly After Effects, Photoshop and Premiere, I know there's alternatives, but not always possible when working with other people on a project), and it's so terribly expensive
It's pretty awful to see another program being sucked into their terrible subscription-based model.
I'm actually surprised they didn't absorb quixel since it's built entirely around photoshop to begin with
Sorry, you need to Log In to post a reply to this thread.