Substance Painter/Designer

I’ve been hearing a lot of good things about Substance Painter and Substance Designer, so I decided to try them out.

Substance is created by the company, Allegorithmic. They have created a major player in  texture creation. Tons of AAA game studios utilize their software. Substance has become a leading industry standard in creating PBR (Physically Based Rendering) authored materials. Games like Call of Duty or Uncharted were made with Substance. It is now gaining ground in VFX and Animation.

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Substance Painter allows you to texture with brushes, masks, and particles; render and export easily to game engines and portfolio sites. Use and reuse presets and integrated bakers to speed up your texturing. It supports Linux, 8k export, UDIM management, and Scripting API.

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Substance Designer allows you to author textures and materials using a non-destructive, node-based, procedural and scriptable workflow. You can edit complete texture sets with the non-linear workflow and see changes apply instantly to all your outputs. You can create multi-layered materials like skin or car paint with realistic effects like sub-surface scattering. Import, tweak, and combine MDLs with Substance and export ready-to-use materials to Iray and any MDL-enabled applications. MDL is NVIDIA’s Material Definition language.  Use the real-time PBR viewport to preview your work exactly as it appears.

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So I’m just getting my feet wet, but both programs are pretty intuitive and user friendly. I’m sure I’ll have more to say about them in the coming weeks.

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