not paying 50 bucks a month + 90 bucks cancellation fee
Is it because of Adobeâs dumb subscription model they like to use with Creative Cloud, or just because companies tend to ruin good programs even they buy out other companiesâ software? Iâd say Adobe hasnât messed up Substance yet!
At least thereâs a way to buy these programs without a subscription on Steam. Thatâs how I own Substance Designer 2022.
Thatâs how most of Adobeâs software works now, but the Substance programs can be bought outright on Steam for ~$150 (at least until the next year when updates stop for your version).
What a nice collaboration! I own Substance Designer so this is good, but while Iâm reading this, Iâm thinking about how Robloxâs moderation (or rather, their bots) really tend to dislike the PBR maps created by programs like these; If youâre giving developers cool ways to easily use generated PBR maps, you need to improve moderation so maps without much detail arenât treated as âsolid colors that could hide inappropriate imagery somehowâ (which to me will always be considered nonsense unless someone shows me an image that does that).
epic update I love using substance painter.
Correctâour platform remains open, we avoid special-casing, and we look forward to seeing more tools leverage things like Open Cloud to provide additional integration. Adobe added support to Substance 3D to make things more seamless for Roblox devs via templates and presets.
Super awesome as someone who actively uses Substance painter in my project quite a lot, this integration should make it a lot less tedious!
Fun Fact: Adobe is largely free for the majority of students. If you have a student email, your university or school probably has it for free somewhere or has workstations available that have it loaded on. If that doesnât apply to you, itâll be pretty costly to be under Adobeâs subscription model. It used to be that you had to buy every version. Sad to see that phase go. Subscriptions stack up. Keep that in mind.
Great to see overall!! Thanks Josh
Speaking of this though, can we get official 4K support? Current constraints makes me sad. A viable solution could literally be âscalingâ the images down based on quality setting or device since each device is different. Mobile phones though (Apple mainly) can handle 4K so, I donât see that much of a hit on the iOS market. Iâd be happy to pay a fee tbh. I just want this in my game asap. Having to do all these were abstractions and âworkflowsâ to split things up is quite annoying.
Just want to boost this feature request WRT 4k support. Materials doesnât really make sense for 4k in the context of Robloxâs playerbase being primarily phone users, youâd need so many materials that 4k would eat all of your memory budget. However, for a handful of textured assets with SurfaceAppearance, 4k is necessary, especially when making very large assets with good reuse potential such as rocks, terrain, trees, etc.
Do you plan on opening collaboration with Blender too when it comes to materials creation? I feel like that would be a massive help for developers on a budget, which is a decent amount of developers.
Awesome! Thank you for the confirmation :)
When I tried to learn Substance Painter a little while ago, I was warned for âSexual Contentâ.
I wrote about my experience in detail here,
https://devforum.roblox.com/t/tried-learning-how-to-use-substance-painer-warned-for-sexual-content/1927292
Has anything been done to prevent stuff like Normals maps getting you warned or worse?
@JoshSedai
I donât want to deal with this stuff againâŚ
Iâll keep my thoughts brief here, but suffice to say, this is going to be an enormous time-saver! That being said, I do wonder if weâll ever see greater substance integration into the engine ĂĄ la unreal engine and unity.
I disagree with you here. Whether his opinion is important or not doesnât really matter, itâs good to hear all sides. Saying someoneâs opinions isnât really needed and is causing unnecessary ânegativityâ when in reality the OP was just trying to gain clarity, in itself seems unnecessary. A good update all around but asking critical questions gives an update much more value.
If you just want to rummage the Adobe Substance Material library and extract tiling materials from it, Iâve made a tutorial to do that here.
It still requires some setup, but once youâve got it worked out it only takes a minute or two to extract a material, and doesnât require building any nodes.
not how that works. youre asking for custom shaders at that point, with which i would passionately agree with. Even then, you might have to write those shaders within roblox, but even then, its a bad idea to do procedural material shaders to the extent you would in blender. The standard within games is baking textures for performance reasons, so youll just have to figure out what youre doing wrong.
because these programs specialize in texture creation and do their jobs much more efficiently than something like blender does. Blender does a great job at poly modelling, but choosing a different program for other tasks is very common. If pirating is an option (it always is) then the choice is never hard. btw the textures dont look seamless because of the uv mapping of the meshes in the screenshot, if you tile these on a plane theyre gonna be seamless
I wish this was in Blender, but any official support is great.
Better to call it âtrying before buyingâ on public forums.