Substance Painter strengths and weaknesses
There are so many things that make Substance Painter great, and still so many holes in technique that things like Photoshop have been doing forever. These are some problems.
1 ) Need to merge Texture Sets
2 ) Merge selected layers together
3 ) create a mask so you can isolate part of a model and not accidentally ruin another part (like in Zbrush)
4 ) isolate part of the model alone, so you can move around it, like again in Zbrush This is a strong feature because without it you can't do things like isolate part of an animal or object that is connected and not in a separate material.
5 ) As far as i can tell the clone brush is not working correctly.
6 ) Ability to work in separate materials, but merge down to one texture on export
7 ) Need a direct equivalent import into Maya that will actually look like what it does in Painter. As far as i can tell this is incredibly difficult.
8) Why when creating a stencil on something does it have to be square? Why is there no ability to non-uniform scale the texture overlay? Each texture i work on, I have to square up in photoshop. In fact so much prep work has to be done in Photoshop to do good actual painting, that It undermines Painter. My technique at the moment is to prep in Photoshop like mad for any serious painting that requires detail work. A good example is creating textures on animals that might have specific wrinkles.
I know I'm still somewhat new at Painter, but I think there is so much information out there about creating these materials and doing overlays that the basics are being completely overlooked.

Please, split this in different feature request, as we can’t guess what people will vote for.
Thanks
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daev.finn@mac.com commented
in #4 above what I'm talking about is the ability to pick part of a model and hide the rest, when they are not in separate material or UDIM texture sets. In Zbrush you select polygons and hide the rest of the model.