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Just gonna say it, I don't like Net radiant or Net custom.. There, I said it. I'll stick with old 1.5 that gets the job done without crashing, freezing during saves and unloading my folders during saves. I don't want to map in blender, if it ant done in gtk it ant real mapping... Maybe I sound like an old fart on that but all of the new crud is just broken, hacky, unnecessarily filled with lazy tools that just break half the time. Beginning to understand why so many just stick with modifying vanila, it's just to much. I shouldn't have to sit here 20 years down the road and learn a whole new program college kids are learning just to make a darn texture, gimme photoshop and lets go. This substance designer is just nope for me, taking all day to make ONE texture, nah thank you.
I was really wanting to get into rend2 and do some work with it, but I get why no one switched now, it's just too damn much, even modern games don't require this much work around. I can pop in ut5 and in a day make an entire world and this its like ah 1 texture at a time has to be REDESIGNED with all sort of weird sorcery and the blood of the innocent just to make it work.
I dnk maybe I'm just frustrated and old and dont wanna learn new crap, but to be honest I think I was doing just fine without it. If that makes me a B rated mapper, so be it. I outshine those I wanted to outshine years ago, got nothing left to prove.-
Wow.
Let's start at the beginning. What broke about netradiant?
If you're switching back to radiant 1.5, does that support brush primitives yet? Otherwise going back may break some or all of your texcoords irreperably.
About Substance Designer and rend2:
All of the processes you need to learn to make textures or rather materials for rend2 also apply to UE5, Unity and other Engines that use Physically based rendering.
You may also be missing the fact that you don't have to remake every single material from scratch. There are plenty of free platforms and marketplaces that offer finished PBR Materials you may use across projects. Converting those for rend2 won't be an issue at all.
The only textures you need to remake are any special made custom designs, e.g. the large carvings from the temple entrance. And even then you can use other readily available materials as a basis to then remix and match into what you need. The difference being that you're working with full pbr materials as opposed to single image materials/"textures" as you're used to for jka.
You could do all of this mixing and editing in Photoshop aswell - Substance Designer just gives you a nice node based interface to non-destructively and iteratively work through this process. You could also use Substance Painter to get a best of both worlds approach to material authoring. In painter materials become layers that you can mix and blend in plenty of ways, very similiar to photoshop.
You could also check out Quixel Suite, which used to integrate into photoshop as a plugin and gave you essentially the same capabilities as substance painter. Quixel Mixer also offers tons of base materials you can use.
Hit me up on Discord, let's see of we can't get you up to speed.
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Willemoes likes this
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You're right I probably need to just relax and give it more time. What software would you recommend Aside from Substance designer to just convert the textures that dont need redesigned? I found a few online ones but they really sucked.. XD
Sorry for my rant just an old man whos grumpy. HAHA
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Willemoes likes this
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I prefer GtkRadiant when it comes to building and creating a map. Mostly for the tools and certain capabilities, but I use NetRadiant (the orange one) for fixing some aspects later. For example if I need a more complex landscape – I use both editors for this. Or rotating an object more freely. As for Substance painter – I usually use it for partial texturing, later adding all the details in PS. In any case combining methods is better, but is most likely best to work the way you feel comfortable.
Honestly, I use 2-3 programs for making models for NPCs and props
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