You can paint in Maya with the Artists Brushes, but it would be (IMO) unwise to do so, as you would have to really understand every part of shading to know what the end result is going to be. The last step is shading and that's just recompiling the textures in a shader or material in whatever app or render engine you're using. ![]() Texturing is more broad and encompasses using images and generated maps to aid in creating the textures you will use in your end app. If you wanted to get nit-picky about it, painting can mean just that, everything is manual and you hand draw every detail in. Supported by the world’s most advanced layering system, Mari is capable of handling multiple high-resolution textures and millions of polygons without ever compromising on speed or efficiency, while the fully customizable user interface lets you work just the way you want. Painting vs Texturing: They're pretty much the same. ![]() Mudbox seems to have ceased development, but it's painting system will still get you what you need, and ZBrush seems to have the basic toolset. I'm personally not a fan of 3D-Coat (I'm a Mari guy) as I find it's texturing system to be wonky with a single layering holding Depth/Diffuse/Spec info instead of channels for each. But it's projection system is not very well suited for quick iteration and 'realtime' painting that you may get from SP or 3DC. Need 32K maps on a character? Mari's your guy. It's main target audience is also Film and TV. Users also get a new, more efficient UI for the Shelf palette, and updates to. The update adds new features for creating and sharing custom procedural textures, particularly procedural masks, and for isolating individual materials within a project for editing. Mari is an exceptional program, but requires some pretty decent hardware to fully utilize fluidly. Foundry has released Mari 4.7, the latest update to its 3D texture painting software. The main difference is what they're designed for, Substance from the start was designed for game artists. There are other tools like Mari, 3D-Coat, Mudbox, and (if you're adventurous) ZBrush. Once you get past that, I would suggest (for game work) looking into Substance Painter and Designer. Always reference other's work and guides! It'll force you to understand what good UV's are and how to achieve them. I would highly recommend using a 2D only environment (Like Photoshop, Krita, Gimp, etc) as a way to really understand how UV's work.
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