
I understand if people have had exposure to the suite professionally but Quixel isn't 'megascans' and i don't see the megamaterial itself as needing changing and i dont even see that as remotely the point? They're elements you use with dDo for creating the full texture of a model, with pbr in mind? And i don't see the lack of industry standard as relevant, how have tools previously been more relevant? The results are incredible, but there is alot of mathematical wizardry after the photos are taken. We, in my other job, had private demos of the suite prior to its release and know a bit of how their scanner works.

Though if Mari were cheaper, there would be no debate at all. But because it has that Substance backend it already has far more potential that DDO. Substance Painter has a long way to go before it's ready for a true AAA workflow. This is only partly why I'm going the Substance route. Until Quixel decouples themselves from Photoshop, it's going to be a quirky, hacky, limited tool for AAA devs. In this vein, megascans are very much unlike the typical cgtextures workflow of "get textures, combine them, modify them, tile them, etc." In time, just like a game using DDO *coughtitanfallcough*, you'll be able to pick the games using megascans because their use will be frequent and it has a specific look. You'll have to do the same precise change to the roughness, ao, and normal maps. Imaging if you wanted to move or remove a single leaf or stone pebble in the albedo. The biggest downside for me is that I can't modify any of the textures without the material breaking.

Click to expand.We, in my other job, had private demos of the suite prior to its release and know a bit of how their scanner works.
