Substance Designer 4, with its new features, can definitely claim the title of "the first texturing tool dedicated to Next Gen”. In particular, its new material layering workflow and its PBR shader are in par with what is going on with AAA studios around the globe.
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Купить Substance Designer Commercial Upgrade

This upgrade is for customers who ALREADY OWN the Substance Designer standard license and would like to upgrade to the more advanced COMMERCIAL license.

Купить Substance Designer Commercial

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Купить Substance Indie Pack

Включенные товары (4): Substance Designer, Bitmap2Material, Substance Painter, Substance Indie Pack

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Substance Contest - Battle of the Titans - over $45 000 in prizes

9 мая

We are thrilled to announce our first big Substance Contest! The goal is to have fun, create amazing art and of course win awesome stuff!

An all-inclusive week for 2 in Paris or LA, next-gen consoles, Maya and Modo licenses, a lifetime of Substance software and much more are at stake.
($45,000 worth of prizes to win)!

The contest is open to all until July 7th and a team of talented artists from top AAA studios will judge the submissions and choose the winners on July 21st.

Click HERE to read all the details and sign up!

If you guys have any questions regarding the contest, feel free to use this thread.

Комментариев: 0 Подробнее

Substance Designer 4.2 and UE4 plugin

16 апреля

Substance Designer 4.2 is now available along with the free Substance Engine plugin for Unreal Engine 4!

SD 4.2 Main Features

  • Automatic and continuous export - Allows you to see updates to your substance in real time in any hot-reload enabled software (Toolbag2, Unity, Maya, etc.)
  • sRGB/Linear switch both for 2D and 3D visualization.
  • New wear and tear filters
  • Environment map can be displayed in the viewport
  • Improve antialiasing in bakers

Full Changelog

[Graph] Export outputs continuously
[3D View] display environment map in the viewport
[3D View] Allow to drag & drop images from the Library to the Viewport
[3D View] move the environment map/parameters to the scene parameters
[3D View] Handle rays going below the horizon in PBR shaders
[3D View] Control exposure instead of environment intensity
[2D View] switch to view image as srgb/linear
[Bakers] Improve antialiasing in bakers from high poly mesh
[Graph] Add the export output buttons in the graph toolbar
Deprecate the DirectX9 engine

Bug fixes

[Bakers] World Space normal map is not look normalized
[Bakers] Baked map has a wrong name
[Bakers] Display material name instead of id index
[Bakers] UV to SVG: Grayscale Mode: Black is a valid ID.
[Bakers] Image resource not reloaded after baking update
[Bakers] Auto-normalization of baked height maps with cages
[Cooker] Wrong SBSAR code generation
[3D View] Default material is still visible when using the "view outputs in 3D view" function
[3D View] 3d view is empty
[3D View] 4k textures are always displayed in 2K
[3D View] Cubemaps loaded from HDR panoramas are downgraded to 8bpc
[Library] Default filters are not sorted correctly
[Explorer] Export with dependancies does not keep default library path
[Explorer] crash when moving a graph inside a package
[Explorer] Crash when reloading package
[Explorer] Crash when unloading a package
[Graph] Editing a FX-Map creates a "Parameter" tab
[Graph] adding nodes in a frame deselects currently selected nodes
[Graph] Duplicating a node display the graph parameters instead of the new node ones
[Mac] Thumbnails of subgraphs are not correctly rendered
[Parameters] Step option does not work

Комментариев: 1 Подробнее


"Substance Designer offers a new way of creating textures. If you develop for game engines, it’s a must-buy."
4/5 – 3D World Mag

"I used the program to make higher quality textures for my game than I normally could make."
Indie Game Mag

"An indie development team that needs a lot of natural or urban tileables with quick turnaround would probably find Substance Designer to be a huge time saver, and ultimately worth the investment.

Список возможностей

  • Node based texture editor
  • Custom template for creating DotA2 characters.
  • Real-time 3D Preview, with physically based shader
  • Live link with Photoshop
  • Mesh driven map extraction (AO, Normal map, Curvature, Height map, etc.)
  • Library of hundreds of predefined filters and tools
  • Optimized pipeline with UDK, Unity, 3ds Max, Maya and others
  • The Steam version of Substance Designer comes with an exclusive template designed to help artists create textures for Dota 2. See the guide in the Community Hub for more info!
  • Sell your creations on the Steam Workshop-- even with the non-commercial version!

Steam Greenlight

О программе

Substance Designer 4, with its new features, can definitely claim the title of "the first texturing tool dedicated to Next Gen”. In particular, its new material layering workflow and its PBR shader are in par with what is going on with AAA studios around the globe. And now the tool is here to accommodate this way of working and puts that in everyone’s hands.

Substance Designer is the industry-reference, next gen texture authoring and management tool, already chosen by numerous great studios over the world as a hub in their pipeline. Jump in and join the quickly growing community of Substance Designer users!

NEW: The Indie license lets you use Substance Designer for commercial purpose, as long as your company/entity doesn’t generate more than 10 000$ per year!

Системные требования (ПК)

    • OS:Windows XP
    • Processor:X86 with SSE2
    • Memory:2 GB RAM
    • Graphics:DX9 - DX10 - Shader Model 3.0
    • Hard Drive:300 MB HD space
    • OS:Windows 7
    • Processor:X86 with SSE2
    • Memory:4 GB RAM
    • Graphics:Shader Model 3.0
    • Hard Drive:1 GB HD space

Системные требования (MAC)

    • OS:OSX 10.6
    • Processor:X86 with SSE2
    • Memory:2 GB RAM
    • Hard Drive:300 MB HD space
    • OS:OSX 10.8
    • Processor:X86 with SSE2
    • Memory:4 GB RAM
    • Hard Drive:1 GB HD space
Полезные обзоры покупателей
3 из 3 пользователей (100%) посчитали этот обзор полезным
155.0 ч. в игре
Гибкий и мощный инструмент для процедурного текстурирования. Текстуры можно получить в виде растровых изображений, либо в виде субстанций (в таком случае размер комплекта текстур уменьшается в несколько раз). Возможность создавать текстуры из одного изображения с помощью b2m lite (близжайший аналог - CrazyBump), который входит в комплект. Создание собственных эффектов (подтеков, трещин и т.д.), материалов, которые в дальнейшем можно будет использовать для разных моделей. Автоматическое запекание NormalMap, AmbientOcclusion, Position и т.д. (таким образом отпадает нужда в использовании xNormals). Крутой реалтайм рендер Yebis (куча настроек, ИмейджЭффектов, и т.д.) - можно сохранить изображение и опубликовать его (отпадает нужда в использовании MarmosetToolbag). В итоге этот пакет заменяет сразу несколько программ и вам не нужно запоминать кучу настроек для разных программ и метаться среди них.
Опубликовано: 15 июля
Был ли этот обзор полезен? Да Нет
41 из 42 пользователей (98%) посчитали этот обзор полезным
139.4 ч. в игре
Short question: why should I purchase Substance Designer?

Short answer: because it'll save you infinite amounts of time in the long run, and time is money.

I'll admit I was hesitant to purchase SD; it looked to me as though I was paying $75 for an edge wear generator, so I held back for many months until it went on sale, but now that I've purchased it, I cannot imagine my production pipeline without it. Creating a substance may take me a few more hours than creating, say, a photoshoped material, but when done, I can alter that substance in so many ways SO incredibly fast that I can create realistically about 20 to 50 completely different materials in the time it'd take me to create three or four non-substance materials from scratch. And remember, these are procedurally generated and entirely seamless materials that take up literally under HALF A MEGABYTE in file size.

For anyone who uses non-Substance enabled programs (like me [goooOOO BLENDER!]), don't let that stop you from purchasing SD. Yes, you will have export out your substance's bitmaps and reapply them every time you want to change it, but that takes three minutes max; if you had to create a new material every time you wanted something different without SD, I guarantee you it's going to take longer than three minutes.

Whether I'm using SD to create procedural materials or using it to fine tune my models' bitmaps, I have found the enitire experience worth every cent I spent on it. For those of you who are interested in creating seamless, tileable materials, I "highly" recommend SD as this is, in my opinion, it's strongest front.
Опубликовано: 8 мая
Был ли этот обзор полезен? Да Нет
3 из 3 пользователей (100%) посчитали этот обзор полезным
131.0 ч. в игре
I <3 Substance Designer!

This is not just a tool but a texturing workflow. On top of that, it's a lot of fun to use. The ability to non-destructively edit, preview and output all your map channels simultaneously is brilliant. I highly recommend SD to any aspiring or professional 3D artist.
Опубликовано: 21 марта
Был ли этот обзор полезен? Да Нет
4 из 5 пользователей (80%) посчитали этот обзор полезным
47.4 ч. в игре
this sw is wonderful! extremely powerful, you will require some learning, but once mastered the possibilities are endless.
Опубликовано: 30 марта
Был ли этот обзор полезен? Да Нет
1 из 3 пользователей (33%) посчитали этот обзор полезным
132.2 ч. в игре
I've used Substance Designer for a couple of weeks. I followed the tutorials, installed the plugin into UE4 and got it working there. I've built a lot of materials in UDK3 for a year so I'm familiar with the complexities of building a material.

This is an amazing tool. It allows you to bake high definition models onto low definition models creating a normal map that simulates the high definition model. You can also bake object groups into a color mask that can apply different materials based on the mask color. The nodes are more intuitive than UE4 and feel natural to a long term Photoshop user (which I am).

The staff on the forum are very responsive as well. They provide quick and insightful answers to any questions users have.

The main problem is that a substance is not a first class material in UE4. In the end, each instance of a material will produce 4 bitmaps: normal, roughness, metallic and normal. This prevents you from getting any texture reuse. In the long run that is a lot of memory consumption.

There are only 2 ways around this problem:
1. they create materials based on substance designer nodes
2. a substance becomes a first class material that can be applied directly to a mesh

I will continue to use Substance Designer to plan out my materials and produce bakes. These bakes are an amazing addition to my material toolset. but.. I can not recommend this product because I will have to replicate each substance by hand as a UE4 material so that I can reuse textures.
Опубликовано: 14 июля
Был ли этот обзор полезен? Да Нет
28 из 36 пользователей (78%) посчитали этот обзор полезным
2.9 ч. в игре
в стиме редкость что-то хорошее, и это одно из немногих )
Опубликовано: 14 января
Был ли этот обзор полезен? Да Нет