Substance Painter basically for Games, and Mari for Movies. Mari can deal with Pore level Detail, and can handle up to 32k Texture size per UDIM, which is Crazy while Substance Painter can only Handle a mere 8K Texture per UDIM, Which even a 12+ yo version of Mari can deal with 16K Texture But Mari is significantly more heavier and slower, and because Mari isn't geared toward a Real Time Rendering, the Preview is not as Instant like Substance Painter, which is PBR workflow, also dealing with crazy big Texture size is very stressful and Slow also, sometimes Texturing using only Photoshop is completely okay, because everything that require 3D tend to took way too long because you've to cover every corner of the model.
Substance is initially made for games and now its been widely used in vfx movies. Mari is old work flow, very expensive to work around in fast phase studios. Yeah mari is good with exporting 32k 16k 8k but not useful no render is comfortable handling high res and majority still use 4 k either mari or SP. Using SP like more detail less lookdev nodes and accurate what you see you get in the render with high creatively looking textures lookdev.
The worst thing for me with Mari is it’s a lot more difficult to learn. Cumbersome interface but the lack of tutorials makes it even more of a challenge. Ifyou can get over these hurdles it’s by far the most powerful tool.
@@vdlva8113 you can’t use python plugins, can’t support tons of udims and your textures can’t be higher than 4K. I normally didn’t make many udims, don’t know what scripts are available, and never made textures higher than 4K :)
I actually prefer Mari, it's much faster than painter, but it has a terrible UI - if only they overhauled the UI and pricing to compete with painter it would have been adopted more widely.
I find it hard to believe it is faster to paint than Painter. Back when I used Mari for awhile, it was slow, time consuming, quite convoluted with resource management playing a big role. Painter was the opposite, it fast, almost held your hand for most of the work, leveraged a ton of smart materials and tools to pump out assets on the fly. As for the UI, I agree, but that's the least of Mari's problems. The foundry will charge an arm and a leg for it, and expect yearly payments from you as well if you go along with their pricing scheme. That alone will reduce adoption greatly. We saw the Foundry do the same with Modo. Both have low accessibility now, all because it's priced for large studios, not individuals or small teams.
@@deuswulf6193 Painter is a LOT better now, but a little while back it couldn't handle UDIMs and large textures. Getting skin details projected and painted was a lot easier in Mari.
@@SW-lw6mt Painter got 8k texture support and UDIMs about 8 or so years ago. I don't know if I would call 8 years "a little while back". Not saying Painter is perfect, I sure as heck had a lot to complain about it back in the early days, even when I was talking to the team behind Painter. Painter is more about filling in smart materials and surface elements, than actual "painting", however for more precise organic texture work, what the artist would do is just send it to Photoshop, and then send it back to painter. It was a quick process. If i recall correctly this was not painting on UVs either, but on top of an image of the model itself, similar to how Mari works. I know 3D Coat had this method as well.
Substance Painter basically for Games, and Mari for Movies.
Mari can deal with Pore level Detail, and can handle up to 32k Texture size per UDIM, which is Crazy
while Substance Painter can only Handle a mere 8K Texture per UDIM,
Which even a 12+ yo version of Mari can deal with 16K Texture
But Mari is significantly more heavier and slower, and because Mari isn't geared toward a Real Time Rendering,
the Preview is not as Instant like Substance Painter, which is PBR workflow,
also dealing with crazy big Texture size is very stressful and Slow
also, sometimes Texturing using only Photoshop is completely okay,
because everything that require 3D tend to took way too long because you've to cover every corner of the model.
Substance is initially made for games and now its been widely used in vfx movies. Mari is old work flow, very expensive to work around in fast phase studios. Yeah mari is good with exporting 32k 16k 8k but not useful no render is comfortable handling high res and majority still use 4 k either mari or SP. Using SP like more detail less lookdev nodes and accurate what you see you get in the render with high creatively looking textures lookdev.
32k texture support is the only thing Mari had lmao
The worst thing for me with Mari is it’s a lot more difficult to learn. Cumbersome interface but the lack of tutorials makes it even more of a challenge. Ifyou can get over these hurdles it’s by far the most powerful tool.
Mari has a free version while substance does not. I’m gonna learn Mari
@@vdlva8113 you can’t use python plugins, can’t support tons of udims and your textures can’t be higher than 4K. I normally didn’t make many udims, don’t know what scripts are available, and never made textures higher than 4K :)
I actually prefer Mari, it's much faster than painter, but it has a terrible UI - if only they overhauled the UI and pricing to compete with painter it would have been adopted more widely.
I find it hard to believe it is faster to paint than Painter. Back when I used Mari for awhile, it was slow, time consuming, quite convoluted with resource management playing a big role. Painter was the opposite, it fast, almost held your hand for most of the work, leveraged a ton of smart materials and tools to pump out assets on the fly.
As for the UI, I agree, but that's the least of Mari's problems. The foundry will charge an arm and a leg for it, and expect yearly payments from you as well if you go along with their pricing scheme. That alone will reduce adoption greatly. We saw the Foundry do the same with Modo. Both have low accessibility now, all because it's priced for large studios, not individuals or small teams.
@@deuswulf6193 Painter is a LOT better now, but a little while back it couldn't handle UDIMs and large textures. Getting skin details projected and painted was a lot easier in Mari.
@@SW-lw6mt Painter got 8k texture support and UDIMs about 8 or so years ago. I don't know if I would call 8 years "a little while back".
Not saying Painter is perfect, I sure as heck had a lot to complain about it back in the early days, even when I was talking to the team behind Painter.
Painter is more about filling in smart materials and surface elements, than actual "painting", however for more precise organic texture work, what the artist would do is just send it to Photoshop, and then send it back to painter. It was a quick process. If i recall correctly this was not painting on UVs either, but on top of an image of the model itself, similar to how Mari works.
I know 3D Coat had this method as well.
@@deuswulf6193 Um I don't think that's right, I believe it was 2020 or something.
@@SW-lw6mt Those were advertised additions to painter with version 2.1, which was released back in 2016.
I use only mari, so I went to use substance painter someday. but I'm only use Mari.. until now. Im commercial and cinema vfx worker
Finally Blud Accepted my Video Request Thanks !
lol
this is very helpful thank you
Substamce for gamedev is amazing
Substance-Games
Mari-VFX
You have no idea how much mari is powerfull and robust software is. Its same as modeling using software like Modo.
Painter is in every way inferior to Mari.
less people use , who care. u must let artists afford to use it.
@@proceduralcoffee no wonder...
maya courses and best addons and plugins plss bro😔
this is a blender meat rider channel
👍
Mari is deep & clunky. You pay for that 32K access in time. Substance was awarded an academy award last year for technical achievement.
mari has procedural abilities especially if you also use the widely used extension pack
Fewer films in the pipeline. Mari requires good infrastructure support. Fewer artist can use it effectively.