Better Vector Tools
Currently it is always 1px wide.
The "Clear Color" command (that makes the fill or the line color invisible) is somewhat buggy on multiple selections: sometimes it doesn't clear all the selected shapes.
Eventually, the stroke thickness should be exposed.
Freeze Booleans operations.
Currently there is no way to collapse several shapes into one.
Better transform/snap tools.
Flip along horizontal or vertical position.
Constrain the size of the polygon tools during creation.
Snap to axis with SHIFT when using the pen.
Introduce rulers for snapping.
There's currently no support for antialias in SVG.
Fix the UNDO
This is probably one of the most important requests for me.
I find very frustrating the way the undo works right now, and I avoid using SVG tools at all just because of this issue.
The undo doesn't restore the previous state, but goes straight back from the first activation of the tool, deleting all of the involved steps to create one or more shapes. I consider it to be a bug.
If Vector tools will be implemented not only in Designer, but in Substance Painter too, please make the two toolsets the same.
It would be awesome to have the same tools, that behave exactly the same way, in both applications. Please don't introduce two different workflows.
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daniel coes 1 commented
I'd like to use Substance as an independent developer. The workflow I'm using just requires me to use vectors, and right now I'm having to first draw this out as a guide map, then trace it over in my vector program. Why can't we just draw nice neat vectors from the getgo, right in Substance painter.
That is the one thing that keeps me from jumping completely into this and buying the substance suite. Please put this in Allegorithmic!
I'd also advocate for extended vector shape editing.
Particularly, I'd like to be able to connect an existing.svg file and use designer to make changes to the shape. This would save lots of time trying to move from other DCC applications.
Having a height-to-SVG node would be very useful.
The whole point I use vector graphics in place of bitmaps is the perfect crispness no matter the scaling.
I thought that was the only real reason to use vectors over a bitmap.
As far as I can tell Designer doesn't have this ability which is really the only thing it should be doing.
When useing bitmaps and a bunch of transform nodes in designer - I get nasty edges and artefacts - having proper vectors would remove this issue and allow for much crisper substances, with no artifacts.
Ive tried using the svg node but as far as I can tell it just turns a vector into a bitmap and so has jagged edges instead of the crispness of a vector.
Give us a proper vector node that we can plug into our substances- then we would have actual vectors no need for antialiasing then as it will be mathematically perfect and the edges will have no artefact and be perfectly crisp.
The fact of the matter is that you don't need to match all PS or Illustrator features to provide a great alternative for MOST dev's needs. It's already on the cusp of providing enough functionality to allow devs to stay out of those programs, and it simply needs just a few more. We're not talking revolutions here; grid snapping, better undo, transforms, anti-aliasing all sound like pretty fundamental stuff, and ought to be there to justify the tool in the first place.
yeah you guys keep saying *but you could do that in photoshop* , but you've gone such a long way to eliminating photoshop for us game devs.
i think substance's marketing message could be simplified down to *photoshop for game dev*
independant and commercial users have one budget, and they will often spend on just one solution where possible. do we really have to keep buying (and now, yey, RENTING) adobe suite?
possibly you guys should make a whole small game with your software and encounter all the small art chores and things which must be done quickly and robustly, and you will find out just how many ways your product is useful to our field. maybe this will inspire you to fill the gaps and make it a complete solution.
cmon allegorithmic, let's kill photoshop!
I am sorry, but I beg to differ.
Substance Designer was born to author substances, but in the meanwhile has grown to be much more than that, and as a matter of fact, I am able to do most of my main texturing inside of it.
But both SD and SP really lack of proper vector tools.
Going to another application (and mataining another license for it), when I just need vector tools that work like in photoshop CS2 (there is no need for the ultra-fancy illustrator), is a no-go.
Having better Vector Tools means being able to stay more time inside the application I have to use, and rely less on Adobe products.
alternatively, improve SVG file support. Whenever I import an SVG from illustrator its read only for whatever reason (forget what it says). It's also hard to correctly export an SVG from illustrator and get SD to import it correctly. (I forget the exact SVG export option that does work)
I don't know that it makes sense to try and build a full-fledged vector image software in designer. Leverage third party SVG tools and just improve the SVG file importing and support. If you want to collapse shapes into each other and have nice SVG tools, then use shape builder in illustrator, or some free SVG editing software. No need to reinvent the wheel in the SD SVG editor.