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. Hight DPI Settings. They are not?

    Wtf? Why does the application order form not point - address so I can get a magnifying glass on the mail.
    Seriously, why not support high resolutions?

    7 votes

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  2. Hotkey for brush rotation

    it will be great for faster work

    5 votes

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  3. NON PBR shader please!

    Could be great to have nativelly integrated NON PBR shader in SP!

    4 votes

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  4. Change editing numbers to a double click

    I don't like the way I need to click a edit button to enter a numeric value (the button that looks like a pen in a small button). It seems like a double click would be a more traditional method for editing values. This is the way it works in Substance Designer which is the way I'd expect it to work. And as a bonus, it would declutter the interface a little bit.

    9 votes

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  5. Substance Painter software stability and UI usability

    so i created this to see how many people prioritize that over adding new features in SP...people cant normally work being constantly scared to lose all their work and it makes it impossible to work on a big asset, because adding a lot of layers makes SP even more unstable...
    so if you re more concerned not to lose your work instead of having new features, I need your vote!

    thank you!

    1 vote

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  6. Batch baking

    Baking a large amount of meshes can be a pain because it has to be done individually. We need a batch baking system with global settings.

    2 votes

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  7. color id masking

    masking out mesh with color id, basically have the ability to mask out your mesh that way you can, if you export your lowpoly as all one mesh and you have intricate details or stuff that blocks you from texturing it can make it difficulty, it would make it an effective way to mask out your mesh

    2 votes

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  8. 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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  9. 4 votes

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  10. GPU baking!! Pretty please

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

    7 votes

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  11. Education license

    It would be really nice to have an educational license because it is an expensive program that I some would not use to gain profit. When looking at the License Agreement it said if you make under $100k profit you should use the Indie but if you make no profit from it it isn't worth it. As a student(Highschool) I cannot afford a program like this but would really enjoy to practice using a program like this for post-college. But my main point is I think it would good work with the program for a non-profit use for people who…

    1 vote

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  12. better viewport drag and drop

    Ability to drag and drop textures , environments, directly from the shelf to the viewport

    2 votes

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  13. 4k monitor

    You can enter into support for 4k monitor?
    I bought one 4k monitor to use this program, and is currently unusable.

    2 votes

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  14. 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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  15. 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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  16. 1 vote

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  17. 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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  18. An indicator on layers so its clear that mask has association ( ie generators, fills )

    Perhaps some way to color code masks that have associated generators, fills, etc. Since they do not show up unless the mask is selected.

    1 vote

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  19. 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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  20. 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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