Substance 3D Painter

Let us know how to improve Substance Painter!
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- This place is dedicated to feature requests and/new ideas suggestions. It is not made for bug reports (you can use the forum or the bug reporters for this).
- Before to create a new ticket, make sure your idea hadn’t been suggested before (if so it’s better to upvote it)
- 1 post = 1 idea

Thanks

  1. Make a live link with Unity Game Mode Workflow Updating in Real-time without pressing a button

    One simple setup to send all current layers to Unity in real time so I can look it in game mode while working in Substance Painter. Without the necessity of pressing a button.

    2 votes

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  2. 4 votes

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  3. 1 vote

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  4. Auto create masks from materials and remove all materials assigned to mesh

    It's seems compositing texture sets into one is incredibly long winded, I spend more time making masks than painting the model.

    In order to do it efficiently masks need to be created for each material on a model/mesh. Once the masks are created then the model needs to be edited again to remove the multiple materials and so to only have a single material. At which point you can then load the model into SP and start using your masks. Now after you done all this if you make a slight mistake the process is repeated again. It sucks, andI…

    1 vote

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  5. GPU baking!! Pretty please

    no need to explain !!! do you even GPU bro?

    7 votes

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  6. Redesign the User Interface

    Often find myself looking for the right button/feature in Painter due to the fact that most everything looks the same. Everything has the grey/dark grey color with very little to no color indication and there are very few actual "icons" used. This is actually a rather important and serious matter as it puts a lot of strain on my eyes and nerves.

    I am sure I am not the only one thinking that way. I love Painter (and Designer) but I really wish time was taken to address the situation and really think the UI through. If anyone has thoughts…

    21 votes

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  7. Brush opacity control = better painting with pressure sensitivy

    Currently there is no opacity control via stylus pressure. There is only flow setting (which is not stroke opacity, as it controls the accumulative flow of the paint). Paint "dab" is added to previous "dab" regardless of stylus pressure, making it impossible to easily blend colors with pressure sensitivity.

    Solution would be to add a new variable "opacity" which could be linked to stylus pressure and a way to turn off paint accumulation. This brush mode combines all of the paint dabs inside single continuous stroke so that hardest pressure pixels replace the lower pressure pixels instead of adding to…

    46 votes

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  8. Instanced masks

    Ability to use same mask for multiple layers.

    ... In practice if you change the mask, all the instances of the mask changed as well.
    This feature combined with automatic reloading of external mask files would make Substance painter really powerful as it would enable users to use other software (for example photoshop) for advanced mask creation and see the results nearly in realtime.

    24 votes

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  9. Handpaint textures!!!!!

    I love so hard substance painter BUT....still have problems to do handpaint textures like world of warcraft....
    The brushes do not behave like in Photoshop or 3Dcoat ....could you guys develop a solution to be more friendly to textures stylized cartoon?

    82 votes

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  10. Linux version

    Would love to see linux version of Substance tools.
    I have moved my work to linux a year ago (mostly thx to Modo version available) and as the workflow is faster (and surprisingly easier) on this platform I really don't want to move back. But the thing is I increasingly need a texturing solution. Substance would be a great fit (otherwise I'm left to Mari Indie / 3D Coat).
    I'd totally understand if you decide to officialy support only one distro (RHEL / CentOS) for example. With proper design it shouldn't be a problem and should work across unsupported distros…

    10 votes

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  11. Double sided shading

    Hi,
    I'd like to see double sided shading of single sided geometry in SP. Sometimes you have singlesided polys and would like to see them from both sides even when they show the same texture. For instance when our cloth artists tailor clothes in Marvelous Designer the geometry comes in single sided. that is especially annoying with collars as they look like they are not there at all, because the geometry folds over to form the collar and due to single sided shading is invisible.

    sounds to me like a trivial feature to implement. please do it.

    Thanks
    Guillaume

    17 votes

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  12. interactive brush radius change with R+lmb.

    This would allow us to more quickly change the radius than holding a single hotkey until we got to the radius we want. often times when painting we want to change our radius quickly and interactively using just one hotkey. this would allow it.

    currently the photoshop key is way too far out in the distance from home base ( wasd, shift, control alt ). there is a bit too much keyboard dancing going around.

    Lets make painter as intuitive as possible!. Better yet, add this and a shortcut editor. This way if someone wants to use B+lmb like in…

    1 vote

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  13. Tri-planar projection for grunge in generators

    This would be really neat if possible to implement, as using generators for masking fill layers at the moment results in seams due to the UV projection. Would be really beneficial if the generators (usually grunge maps in the generators) would be able to project with the tri-planar mode, like regular fill layers can do.

    Cheers dudes.

    (Tried to see if this has been added before, but couldn't seem to find anything like this.)

    4 votes

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  14. Make a live link with Unity (Realtime)

    One button press to send all current layers to Unity game path and call Unity to compile. So we can look the final result into the game in Realtime. In the Game the asset look different. This allowed Artist to achieve the expectations in Game.

    2 votes

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  15. export the map from the editor and not from the exporter.

    right clicking the baked map to save it. maybe even export a "baked" layer, like "this group" merge the layers and export. sometimes (with the NVidia drivers) I can bake my maps and it crashes when I click "export maps", so saving as soon as you bake it you could potentially keep you from losing your bake (and with 2 million poly bakes, it's like 10 minute bake, and if it crashes, well, you get the picture.

    2 votes

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  16. Change Field of View in 3D viewport

    Ability to change the camera's FoV in the 3D viewport.

    An Isometric mode would be helpful as well, but mostly the ability to change the angle.

    5 votes

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  17. Export the mesh from an SPP file

    The idea of putting everything needed into one single SPP file is great for exchanging painter projects.

    Sometimes it would be nice to be able to export the mesh from an SPP project to get it back into the 3D application without having to bundle the corresponding 3D mesh separately.

    38 votes

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  18. Make selected layer an another chanel

    If i Decied, turn painted BaseColor layer to a Height or Metalic...
    sory about my engl :)

    0 votes

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  19. possibility export to extended PSD

    Export not only Base color... Height... on one PSD file. But fore example in PSD file, BaseColor and other chanels it is a folder contaning all layers with an correct alpha.

    1 vote

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  20. Adjust brush size with "B" hotkey like Mudbox & Maya

    Instead of pressing the bracket keys to toggle the size of your current brush. Why not have it so, you hold the "B" key and left click drag left & right to adjust the size of the brush on the go?

    Intuitive and easy! :)

    4 votes

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