ArmorPaint and ArmorLab: open-source alternative to Adobe Substance
armorpaint.org
armorpaint.org
It's also one of the greatest, most useful pieces of software of all time. It's up there with Veeam backup in the "Oh my god this is how all software should be" category. There is no other tool that compares.
There's also a buy-once-own-current-version-forever version available for purchase on Steam.
Anyone knowledgeable have any views on whether the big upcoming textures update for Blender will move it closer to Substance?
Seriously, open source backup, especially in "more than 5 machines" isn't in a great state.
Bareos/bacula is old, clunky and still havent' moved past "just pretend everything else is a tape drive", while every other backup software misses this or that feature or have no central management and scheduling (which is near-must if you don't want to go crazy with a bunch of machines).
- irritating camera controls, difficult to account for unit scales outside of unity/unreal expectations (good luck painting something measured in HU), overall anaemic 3d viewport
- file loads block the whole app so have fun importing 8192x8192 textures
- good luck getting the results you want out of half the tools
- layer system is truly baffling
- overall doesn't feel like an alpha but a pre-alpha. or a hackathon proof-of-concept.
- charging for the binaries isn't charging for a piece of software worth $19; it's charging to not be forced to install visual studio on your windows machine. if you are on nixos, a ready-made nix expression [1] exists to let you take it out for a spin
- armorpaint being as miserable as it was let me to discover layer painter for blender [2] which is an infinitely superior experience and you can patch things into the shader workflows you've already accounted for in blender
[1] https://github.com/Shou/nixos-configuration/blob/f64a89d4631...
In my opinion, that can be no easy use of a 3D painting app. 3D painting is inherently complex. Firstly, there are the many component layers of a material; roughness, bump etc. Then there are the baked Maps which are employed by the app in order to Define where the textures are going to be wighted. for example, the normal to Define dust falling from above, the ambient occlusion to Define dust falling into crevices etc. These are, effectively, masks. Add to that are the blend modes using which these layers are all combined. For example the ambient occlusion is combined with the color through a multiply blend mode. In summary, painting a texture on a 3D object is truly a pan dimensional problem.
Should you wish, Read our teaching material on Substance Painter here: https://rmit.instructure.com/courses/87565/modules#module_74...
i more meant the interface to armorpaint's layers is borderline unworkable. it feels like the no-man's land of having a floating selection above an active mask in gimp, but for the entire layer ui
Adobe disqualifies itself with their subscription pricing. ArmorPaint feels pre pre alpha. And Coat3D has fever features but worse DRM.
There is a perpetual license for substance painter on steam, which although updates are only for that years version, is still permanent. Not ideal I know (I'm stuck with a minor bug) but it's half the price of toolbox for an industry standard tool.
That only works if it's phoning home.
Surely that logo is a clearcut example of trademark infringement.
Quixel mixer is another free alternative texture painting app. It works beautifully with quixels library of textures, but which are not free unless you own unreal.
You'll need some serious horsepower for this, but Mari does support 32k textures. I believe the only other app that does is Mudbox, but that's pretty much Autodesk abandonware.
It's been a bit since, but I've used both Mari and Painter in the past. When it comes to painting I prefer Mari's projection painting system over Painter's traditional paint on model system. However Substance does have a lot of nice functionality to let you work very quickly, particularly when using Painter in conjunction with Designer. It's too difficult to make a proper comparison typing on a phone with one thumb. Mari just provides a different workflow and very deep level of control over things (designed for VFX first rather than games).
As for cost, yeah, Foundry stuff is not the cheapest. For individuals you're looking at just shy of $700USD/yr for Mari if you can handle up-front costs, saving two months, otherwise it takes you a bit over $800 when done monthly (annual plan paid monthly). This compared to the Substance Suite, primarily Painter, Designer, and Sampler, that's available for $50/m or $550/yr.