Quick fluent easy to use.
great workflow over to substance painter. Review collected by and hosted on G2.com.
crashes sometimes but might be my pc related. Review collected by and hosted on G2.com.
Quick fluent easy to use.
great workflow over to substance painter. Review collected by and hosted on G2.com.
crashes sometimes but might be my pc related. Review collected by and hosted on G2.com.
that it makes crazy procedural textures which can be very helpful for vfx Review collected by and hosted on G2.com.
node system breaks when im implementing heavy textures Review collected by and hosted on G2.com.
The complete package for all your Texturing, and material needs. i love using it! Review collected by and hosted on G2.com.
The user interface can be improved more. Review collected by and hosted on G2.com.
I like best the way how the nodes can be procedurally used Review collected by and hosted on G2.com.
I find that the interface of nodes is not very clear and organised Review collected by and hosted on G2.com.

What I liked the most of substance designer, was the ease you have to create textures and patterns, and the possibility to easily edit what you have already created later down the process depending on the needs of the surface you are creating. The node based creation system makes it very intuitive and easy to make different versions or ramifications of any image, texture or pattern allowing you to experiment and be creative when designing any surface.
Plus the best of it all is theat the PBR based preview allows you to see any tweaks you make in real time, letting you work seamlessly without loosing any time waiting for a render preview. Review collected by and hosted on G2.com.
What I liked the less was that the way to export the maps wasn't as intuitive as I thought it was going to be, it tooke me a while to understand the resolution options in the graph creation window and the resolution when you export, it is made adaptive so you dont have to work with very large images, nevertheless it has good documentation online, so I managed solve it. Review collected by and hosted on G2.com.
Possibilities are created by the quantity for an artist to make nearly anything within reach of the maps you're currently producing for. Displacement and standard Map nodes permit some mad depth in a feel, but it could only do this much, but it aids in creating some persuasive and realistic textures if you understand how to use them properly with the procedurally created routines that you get by default, although the capability to produce your structures and designs adds to everything you could do. Review collected by and hosted on G2.com.
The process is intuitive using a learning curve in my case. I found myself at first a little lost as to exactly what each node the way to utilize it for effect and you'd at your disposal failed. However, there's a great deal of documentation and online help you could conquer this quickly. Review collected by and hosted on G2.com.

The vast array of nodes and modifiers available in substance allows you to make anything. In our production pipeline, we have managed to massively reduce total scene polycounts using procedural architecture substances that spoof structural details to such an extent as to allow us to basically replace hero scale structures with flat surfaces. The amount of control is truly staggering and the support on offer from algorithmic is extensive, to say the least. There is a reason it has become the defacto standard for texture and material design. Review collected by and hosted on G2.com.
There isn't much to dislike about substance. The only critique I would give is the UI can be somewhat unintuitive at first but that's an issue that gets better over time. It is, after all, a ridiculously deep visual scripting system for shaders. Review collected by and hosted on G2.com.

The vast amount of nodes you can use creates nearly limitless possibilities for an artist to create just about anything within the scope of the maps you are creating for. Displacement and Normal Map nodes allow for some crazy depth in a texture but it can only do so much but it helps in creating some convincing and realistic textures if you know how to use them correctly with the procedurally generated generated patterns you get by default, though the ability to create your own nodes and patterns further adds to what you can do. Review collected by and hosted on G2.com.
Node system isn't as intuitive with a some what steep learning curve at least in my case. I found myself at first quite a bit lost as to what each and every node you had at your disposal did and how to use it for best effect. But there is a lot of documentation and online help that you can overcome this fairly easily with practice. Review collected by and hosted on G2.com.
I love that you can take items and change the texture and image in one spot. You can make something look however you want with the ease of just your computer. Review collected by and hosted on G2.com.
I wasn't someone who was hired on at my job to work with design elements, but every once and a while I was asked to help create graphics and videos. When that happened I loved using the Substance Designer. We also had the whole texturing suite with the designer, painter, b2m, and source. Review collected by and hosted on G2.com.
What I like best about this program is how non destructive it's workflow can be. Using substance designer has changed the game for me. I can create endless materials and combinations for my 3D projects. Review collected by and hosted on G2.com.
If anything I dislike, is that it may crash every once in a while. The program is fairly stable now, but ir can sometimes crash when using heavy nodes. Review collected by and hosted on G2.com.