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.
User reviews: Positive (30 reviews)
Release Date: Jun 6, 2013
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Includes 4 items: Substance Designer, Substance Painter, Substance Indie Pack, Bitmap2Material 3

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Recent updates View all (10)

October 10

Substance Designer 4.5.1

A hotfix for 4.5 has just been released:

  • [Mac]Crash when opening graph
  • [Mac] When creating a new Substance
  • [Library] Icons broken when using Aliases
  • [Library] Creating a new filter with a folder selected does not put the filter inside the folder
  • [Library] use "keyword" data in sbsar as "tag" for the library
  • [Preferences] projects files urls are not stored in relative in the configuration file
  • [Preferences] use alias for tangent plugin
  • [Preferences] Can't open a configuration file in readonly mode
  • [3D View] diffuse lighting is black for PBR shaders
  • [3D View] render artefacts on mac using blinn shader
  • [2D View] Flow and Opacity slider do not work
  • [Graph] Exporting graph outputs is extremely long
  • [Graph] Autoplug does not work if outputs have 2 usages
  • Crash when trying to reopen old .sbs

1 comments Read more

October 6

Substance Designer 4.5



This new release comes with an updated baking interface, plugin support for custom tangent basis (mikkt is now available in the preferences) and tons of useful tweaks and fixes!

Main Changes

  • [Bakers] Common Settings
  • [Bakers] custom tangent basis plugins
  • [Bakers] Dilation radius option
  • [Bakers] Multi High poly meshes baking
  • [Bakers] Add an option to change how Ambient Occlusion is attenuated with distance (use Linear to get XNormal like results)
  • [Bakers] Expose the Spread angle for the AO from mesh and Bent normals bakers
  • [Bakers] Set the default bake names in the preference
  • [Bakers] Automaticaly close the dialog box when double clicking on a resource in the resource dialog selection
  • [Bakers] Add possibility to add custom Bake Name macros in preferences
  • [Bakers] Tooltips and parameters order adjustments

  • Add "basecolor" usage. Replaces the Diffuse usage when using the Metalness workflow to fit with UE4 naming convention.
  • [Preferences] Set the default resources path to .exe path
  • [Preferences] version control settings adjustments
  • [Preferences] Split the settings into two files / solution settings
  • [Graph] Use the first plugged or first visible output to generate node thumbnail
  • [Graph] Change the node instance color in case it belongs to a sbsar file
  • [Library] Assign filters to project
  • [Library] Use alias if possible for filter icons
  • [Projects] Store watched Path and Aliases in relative to the project file
  • [Explorer] Display warning in explorer when resource has invalid linked file
  • Auto reload sbsar files
  • Don't use the registry key "installDir" in SD to detect where SD is installed
  • Node Instance 'BaseColor' identifier updater

3 comments Read more

Reviews

"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.
http://3d.about.com/od/Creating-3D-The-CG-Pipeline/tp/Allegorithmic-Substance-Designer-3-5-Software-Review.htm

Feature List

  • 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

About This Software

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!

System Requirements

PC
Mac
    Minimum:
    • OS:Windows XP
    • Processor:X86 with SSE2
    • Memory:2 GB RAM
    • Graphics:DX9 - DX10 - Shader Model 3.0
    • Hard Drive:300 MB HD space
    Recommended:
    • OS:Windows 7
    • Processor:X86 with SSE2
    • Memory:4 GB RAM
    • Graphics:Shader Model 3.0
    • Hard Drive:1 GB HD space
    Minimum:
    • OS:OSX 10.6
    • Processor:X86 with SSE2
    • Memory:2 GB RAM
    • Hard Drive:300 MB HD space
    Recommended:
    • OS:OSX 10.8
    • Processor:X86 with SSE2
    • Memory:4 GB RAM
    • Hard Drive:1 GB HD space
Helpful customer reviews
48 of 51 people (94%) found this review helpful
143.3 hrs on record
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.
Posted: May 8
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0 of 2 people (0%) found this review helpful
8.5 hrs on record
Very awsome Program for texturing
Posted: June 9
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6 of 18 people (33%) found this review helpful
132.2 hrs on record
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.
Posted: July 14
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1 of 14 people (7%) found this review helpful
0.8 hrs on record
<3c
Posted: April 29
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1 of 21 people (5%) found this review helpful
0.1 hrs on record
For me this program doesn't work, i have all the system requirements but whenever creating a new substance it will crash.
Posted: June 28
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91 of 99 people (92%) found this review helpful
52.5 hrs on record
This is THE tool for texture artistry, period. The power bestowed upon you by this software is nothing short of amazing.

Sure many 3D packages these days have node-based material editors but they are a mere shadow compared to what Substance Designer offers. Couple the vastly increased power (rooted in the FX-Map node and custom functions) with the fact that these substances aren't held hostage by any one piece of software and you have texturing nirvana.

Not only is the software itself great but the customer support from Allegorithmic is fantastic. I made an enquiry about an addon that customers who buy direct from them have access too and within 2 minutes I had a response that outlined what they were going to do to ensure I received the addon too. I have also noticed in the community hub that others have recieved similar great service.

If there is one thing I would complain about it would be that I think their online manual needs more detail on the more advanced features, Function internals for instance, where some important node types are given very vague descriptions. The Sequence node is a good example of this. That said, the video tutorials they provide links to on their site cover pretty much all you need to know and ti didn't really take me that long to figure out how to use it on own.

If you texture, get substance. You will not regret it.
Posted: November 27, 2013
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