Substance Painter

Let us know how to improve Substance Painter!
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Thanks

  1. Visual Manipulator to Scale and Offset on Fill Layer Configuration

    Auto-Explanable. First , actually, we can put only 2 decimal after point, this is lot difficult to position the texture over the UV. we need more decimal precision.

    And second, would be better if we have a Manipulator tool to position and scale the texture-repeating over the UV.

    4 votes
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    completed  ·  1 comment  ·  Flag idea as inappropriate…  ·  Admin →
  2. No more padding/bleeding on the exported texture , for better texturep presentation

    It would be nice to avoid that kind of texture padding/bleeding on the finale exported texture. Its kinda difficult for us to know what is what when we have different uv islands , but also to give the final texture to a client . A feature to remove this endge padding would be great :)

    19 votes
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    completed  ·  6 comments  ·  Flag idea as inappropriate…  ·  Admin →
  3. Pan Menus like the layers Holding Down the [right click]

    from a user friendly point of view it would be very useful to be able to pan through menus holding down the [Right Click] as oppose to breaking the workflow trying to click the scroll bar in various menus like the alphas or brush or tools or materials or layers...., (i often miss the scroll bar the first time :-[ )

    A system like this is present in the unreal engine 4 editor and it is very effective

    this would require adding a second function to the right click event in the program and it needs to be carefully tweaked…

    3 votes
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    1 comment  ·  Flag idea as inappropriate…  ·  Admin →
  4. Mask stack

    Mask stack or mask group if U like, would be benefitial feature in next update. Work undestructively is a goal for us all!!!!

    6 votes
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    completed  ·  2 comments  ·  Flag idea as inappropriate…  ·  Admin →
  5. Projection Tool Overlay Image Resolution

    The projection tool is great but the resolution of the overlay image should be higher or should be related to the zoom.

    3 votes
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    completed  ·  2 comments  ·  Flag idea as inappropriate…  ·  Admin →
  6. Export masks as bitmaps

    It could be handy to be able to export masks as bitmaps.

    I was thinking of using SP to paint some terrain texture for a game.
    Usually terrain doesn't have a big texture for the whole surface, and use texture splatting.

    That's basically fill layers with masks. But at run time you only use the mask and the texture is the tiled original texture used for the fill layer (and not a baked one).

    Having a way to export the masks would be enough to being able to use SP for terrain painting.

    7 votes
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    completed  ·  0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  7. Toggle for Perspective/Orthographic View

    This has already been posted on the forums, but I'll post it here too as I find this important.

    Having orthographic view while for example using alphas for adding details would be essential. This would minimize the distortion in many cases and could help on regular painting as well.

    38 votes
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    completed  ·  10 comments  ·  Flag idea as inappropriate…  ·  Admin →
  8. Add detail maps (tileable textures)

    It would be really useful to be able to author the detail textures at the same time as the main textures. Or at the very least to apply detail textures whilst painting.

    When I say detail textures, an example would be a tileable normal map, eg asphalt which is not limited by the resolution of the main texture set.

    3 votes
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    completed  ·  0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  9. Exported images are only scaled up low-rez document size

    when viewing low-rez, just so things are faster, and wanting to export a higher rez, it just scales up the low document size.

    so i guess the idea is to view low-rez images and export high-rez without having to make the document size 4k and have to wait for it to load in the viewer.

    1 vote
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    completed  ·  1 comment  ·  Flag idea as inappropriate…  ·  Admin →
  10. EXPORT WINDOW - with "copy settings to all" option and optimised for 20-40 texture sets.

    the export dialogue box needs to better organised for handling complex models. Currently, it is among the biggest time waster in the workflow


    1. User should be able to set up what texture combination and what at resolution to export ONCE, and copy these settings to all other texture sets, rather than going through it dozens of times. Imagine, sometimes 30-40 texture sets, with 5-6 clicks each = 150-200 clicks, that could be done with 1.


    2. Once all textures are exported, often users need to tweak and reexport 1 or 2 texture set. But currently, users need to disable the export…

    3 votes
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    completed  ·  0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  11. Stamp Tool!

    Would LOVE to see a stamp tool similar to, say, 3D-Coat's implementation.

    One mode has the location locked, but click-dragging allows you to scale or rotate the stamp.

    The other mode has scale / rotation locked, but you drag the stamp around to place it.

    6 votes
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    completed  ·  0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  12. Normal Map channel

    Wouldnt it be better for painter to support normal map for our custom materials. generating *.sbsar file is a bit annoying and personnally i prefer using QUIXEL`s normal map generators and photoshop tweaking to create a normal map.

    1 vote
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    completed  ·  0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  13. Curve draw and straight line

    Curving Draw with straight line draw is powerfully drawing for substance painter!! Please. :)

    17 votes
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    completed  ·  3 comments  ·  Flag idea as inappropriate…  ·  Admin →
  14. 73 votes
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    completed  ·  6 comments  ·  Flag idea as inappropriate…  ·  Admin →
  15. Mode for NM and AO clean up

    Every NM and AO baked map ever has needed some post bake clean up. This is a huge annoying part of building game textures. Currently you need to use the fill layer, and place your NM or AO maps into the base colour channel to see and work on them, then export them out and then re-import and assign them to see the fixes affect. This could be much more streamlined. As it is apart of just about any assets creation. Would be great to be able to see the fixes while you make them.

    5 votes
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    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  16. sub surface scattering channel

    Have a new channel for shader that would be sub surface scattering , it's a feature becoming more and more used in today games.

    18 votes
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    completed  ·  0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  17. ID map picker like DDO

    I would love to have the ability to circumvent some of the setup when working with an ID map - something like in DDO where in 3DO you hold C and Shift click a color and it will bring up a material for you to select. Being able to click on an area of your model with its ID map, have it automatically create a layer masked to that area and possibly have the color of the layer show that it is corresponding to that color on the ID map. This would smooth out and speed up the awesome process…

    2 votes
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    completed  ·  1 comment  ·  Flag idea as inappropriate…  ·  Admin →
  18. Auto Save

    This is a MUST HAVE feature for those of us who paint all day without saving sometimes. Hey it happens. I can be away from my computer and something happens while I am gone

    40 votes
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    completed  ·  10 comments  ·  Flag idea as inappropriate…  ·  Admin →
  19. Additional texture mapping options

    Currently the only texture mapping option is UV, and it would be very helpful if we had access to some other types. Cube projection mapping would be particularly useful when applying textures to models with visible seams.

    3 votes
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    completed  ·  0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  20. invert mask color by holding ctrl or alt.

    I am often have to invert my color from white to black - it would be cool to have some option for quick invert during editing

    7 votes
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    1 comment  ·  Flag idea as inappropriate…  ·  Admin →
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