87 people found this review helpful
9 people found this review funny
Not Recommended
0.0 hrs last two weeks / 139.4 hrs on record (46.5 hrs at review time)
Posted: May 28, 2015 @ 10:24am
Updated: May 29, 2015 @ 12:20pm

I bought Substance Painter the moment it became available, but waited until the 1.3 patch to review it. I keep trying to use it for texture painting game assets, but the lack of basic navigation and painting features keeps me from being able to use it for anything other than niche projects.

For one, there's the lack of 3D mouse support (like the 3DConnexion). We've asked for it over and over, voted for it, and posted about it. While other feature requests will at least get a response from the development team, this feature is always ignored. At this point, I've given up on ever getting 3D mouse support. So that means keyboard navigation, or remapping my Wacom pen to do middle mouse clicks. But even then, the navigation is clunky because it always pivots on the model's pivot point in an odd manner, making it impossible for me to get into tight places and do texture painting.

There always seems to be some breaking bug with this software. Currently, if you're working with a large-ish model, you'll get a white screen overlay sometimes. It just happens at random times, and makes it really difficult to see what you're doing - much less work with colors in any way. Before that, there was a tangent mismatch with normal maps that was causing obvious seam issues in the viewport. This wouldn't be a problem if the software was labeled as Early Access and priced appropriately, but it's not considered by the company to be Early Access, and it costs $150.

As far as painting, it doesn't have basic tools like smudge/blur or spline/line tools to help with drawing things like seams and stitches. Without these, I have to freehand everything and hope I get it exactly right, otherwise I'm redoing it.

I think Substance Painter works best if you don't actually need to paint. When you've already done all of your model's surface detail in ZBrush, projected that onto a low-poly model, your UV shells are perfect, and you just need to generate some substance-style noise/grunge on the model or stamp stencils/greebles on it, Substance Painter works very well.

So for me, as the product is right now, I can only use it as a limited grunge/stencil adding tool. I have to do all my actual texture painting in another tool. For that reason, I can't recommend it as a finished product at the asking price.

EDIT:
To help anyone reading this review, I've figured out how to navigate with mouse and keyboard into tight spaces - when you hold down ALT and left-click to rotate, make sure your mouse pointer is over the geometry you want to rotate around. That seems to change the pivot point to the geometry under the mouse cursor. Very nice. I discovered this by accident, I searched and searched and was not able to find any info on this. They REALLY need a good help system, like Mudbox, which has 1-min videos that show you how to navigate and paint right off the bat.

If they will implement a smooth tool (like every other painting application), I may change my verdict to "recommend". I REALLY want to like this software.
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4 Comments
Anomalous Underdog Nov 22, 2015 @ 1:01am 
Yeah at certain points when painting on the bump map, I thought "I could really use some sort of blur brush right now to smoothen that part out..."

Or maybe even just an eyedropper tool to get the current height at a point in the mesh so I could paint using that height value instead of guessing it.
Mr_Tea_Rexx Sep 23, 2015 @ 8:48pm 
This is a texture painting program not a painter like PS and ZB with the sculpting and painting, Their navigation tools are based off 3d applications ..... like maya etc

If you want to blend things use a mask
toni_macaroni Jun 28, 2015 @ 12:22pm 
I've read (probably on Polycount) that since every stroke is recorded and then projected on a mesh, there is no easy way of smudging. That would be easy with bitmaps, but not with the system Substance Painter has in place. After a quick search I found on their uservoice page that implementation of "Clone stamp, healing, blur, smudge, sharpen etc brushes" is planned. Naturally, take it for what it's worth — being planned. The suggestion was added on October 29, 2014 on uservoice.
A mesh pivots at the point where I touch it with my stylus. Maybe it was different in earlier versions.
The problem with viewport turning very light was fixed. My workaround was to paint at a low texture size like 1024x1024 and before exporting textures to reproject strokes to a higher resolution. For some reason the old version turned the viewport light sooner if you worked at a higher resolution.
chrissprance Jun 22, 2015 @ 9:40pm 
Straight line tool has been added in
There is a lazy mouse feature that has been there a while.
Seams can be done with the correct alpha the lazy mouse and the correct spacing.
There are no normal map issues at all anymore and everything syncs up correctly.

There is a smooth Filter you can add on to things but right now there isn't a "Smooth brush" which is a bit strange but really I haven't noticed not having it.

You can also change the camera to be more like zbrush's navigation where the point on the screen you click and rotate from determines the pivot point of the camera. It's quite handy.

They also have a youtube channel which has tons and tons of videos and new feature guides and tutorial for designer and painter.