Games Design Fundamentals - Mari vs. Substance

Source:
http://community.foundry.com/discuss/topic/89776

MARI can handle higher resolutions than Substance Painter is capable of achieving
Substance Painter can only handle 4K textures (2k in the Beta version)
MARI handles its data much better than substance painter can, similar to that of a dynamic game engine
Unlike most apps, MARI doesn't load all textures fully into video RAM because it assumes the user's working
on large projects and there isn't enough video RAM to handle the project being worked on. No textures are
made inside MARI.
 Pixels are stored in a database format and will only work in programs like Modo or Maya once the pixel data has been baked out into textures.

WHILE ALL OTHER TEXTURE PAINTING PROGRAMS (INCLUDING SURFACE PAINTER) LOAD EVERYTHING INTO MEMORY (RAM AND VIDEO RAM), MARI STREAMS ITS DATA IN AND OUT OF MEMORY FROM THE HARD DRIVE (TO HANDLE HUGE WORKLOAD). SO MOST PROGRAMS RELY ON *FOR EXAMPLE - 4GB VRAM AND 16GB RAM* WHEREAS MARI IS LIMITED BY HARD DRIVE STORAGE (~1TB)

That's not to say substance painter isn't brilliant for game assets and making something look appealing. A game will never ever have the same level of detail and polish without sacrificing performance and framerate for a very long time and until then, while MARI is vastly superior software, 8K - 16K textures are much better suited for cinematics

Games Design Fundamentals - Mari vs. Substance Games Design Fundamentals - Mari vs. Substance Reviewed by Ben Roughton on June 27, 2018 Rating: 5

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