- Jul 17, 2020
- 377
- 572
My God!I know what you're talking about. I work in Substance Painter and Substance Designer and I know the principles of texturing.
It's just that for me DAZ is a primitive program. It has an asset browser, viewport, outliner and editor. I haven't really looked into it much, and for example, I don't know if you can create decals, tile atlases, or edit UVs in it.
Probably that you can create a quality texture in Substance Designer and transfer it to DAZ it's true. I don't know if it will be possible to edit it in DAZ itself, as I haven't found a UV editor there.
All UVs in DAZ is reduced to the usual clicking of buttons: press the first button, press the second button, then the third, etc. I didn't notice any node structure or even layers....
Just if you go to the DAZ store and pay attention to the textures of the assets.They are all very low resolution and low detailed. I do not know how to explain this except for some technical limitations of DAZ itself.
If you go to Unity store, you will see such highly detailed assets there.
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My point is clear. DAZ does limit the artistic vision of DPC. If we want to see a really beautiful picture of the level of professional indie studios, he needs to change the program and move to Unity. Unity is better than DAZ by all parameters + it has technical support, convenient development tools, a huge asset store and other tools that DAZ simply does not have and is unlikely to ever have.
But now I don't see the point in blaming DPC for such insignificant things as low-detailed asset on the background. I think he just used a ready-made street model and didn't pay attention to it.
I hope the DPC didn’t see that post.
If he moves to units, he’ll have to learn a new programming language, and rework 10 or 11 episodes.
When will we see the sequel? 2060???
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