I would like to start using a texture painting software like Quixel Suite or Allegorithmics Substance Painter and Designer to create textures, then import them into a Maya shader network. Now, I understand that both software packages were developed for the game development community, and that the PBR workflow is a realtime, hardware rendering workflow; whereas Im trying to adapt it for a software rendering workflow.
As you might expect, I have questions
lots of questions. First, which should I use? Quixel Suite or Substance Painter and Designer? Or both? It sounds like Quizel Suite is better at painting in details into the normal map, but SP and SD are better at textures.
Next, how do I implement the output textures into Maya? I use both MentalRay and V-Ray. Im a little unclear on what maps that are output from either Quixel Suite or SP get plugged into what slots in either MentalRay or V-Ray. Id appreciate a workflow for both.
I know that Maya 2016 has a new PBR shader called Stingray PBS, but my understanding is that it requires a hardware renderer. I dont know if V-Ray 3.3 has a similar shader. But I think that I want to stick with the software renderers. Unless someone know of a workflow that uses the hardware renderer combined with the software renderer in compositing.
Anyway, Im looking for advice on the implementation of PBR texture maps into Mayas shading networks. Stay tuned as I plan on having a lot more questions.
Thanks.