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 (37 reviews)
Release Date: Jun 6, 2013
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This upgrade is for customers who ALREADY OWN the Substance Designer standard license and would like to upgrade to the more advanced COMMERCIAL license.

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Includes 4 items: Bitmap2Material 3, Substance Designer, Substance Indie Pack, Substance Painter

 

Recent updates View all (12)

February 12

Substance Designer 5 is (almost) here!

That's it, Substance Designer 5 is right around the corner!



New features include a Pixel Processor node, Bevel node, Triplanar Projection, Blend and FX-Map nodes improvements, new Dependency Manager and awesome new Baking features!

You can read more about it OVER HERE

You can now pre-orders and pre-upgrades with 33% off until the release date on March 4th. If you pre-order, you will have of course access to SD4 until the release of SD5.
You will have to create an account on our website and link your Steam account from your profile page before upgrading.

Note: Everyone who bought Substance Designer 4 after January 1st will get upgraded to 5 for free!

And finally, another exciting news: The revenue limit for the Indie version has been raised to
$100 000/year for all Allegorithmic software!

11 comments Read more

December 16, 2014

Substance Designer 4.6

Substance Designer 4.6 is now available as a free update!
Here is the full changelist:

FEATURES

  • New license system
  • [3D View] Setting wrapping mode per sampler in glslfx
  • [3D View] Use "F" to focus on the object
  • [3D View] Add specular level channel for dielectrics in metal/rough PBR shader
  • [3D View] Set the save image shortcut to alt+S instead of ctrl+S (same for copy Viewport alt+c)
  • [3D View] Change default background color
  • [Bakers] New Thickness baker
  • [Bakers] New Opacity Mask baker
  • [Graph] duplicate a link from an input pin using ctrl+click (cmd click on mac)
  • [Graph] Store the output export path per graph
  • [Functions] Do not create getfloat node when creating a new input
BUG FIXES
  • [Parameters] Clicking and dragging on parameter slider does not set value to 0.
  • [Parameters] pinned parameter tab gets overridden
  • [Parameters] Alpha value is set to 1 when picking a color in the color widget
  • [Parameters] FloatX with Sbsar display wrong values in the UI
  • [Parameters] create/delete input hides the + button
  • [Parameters] Crash when deleting a function input
  • [Graph] Can't plug overlay node when using compact link mode
  • [Graph] Can't "Export all as Bitmaps" when the destination directory does not exist
  • [Graph] set "display connectors name" on by default
  • [Bakers] Can't use a psd layer as normal map resource
  • [Bakers] Selected material IDs not saved in Bake model information
  • [Bakers] Export path is saved as absolute
  • [Library] Potential random crash when browser large amount of items
  • [Library] folders with name containing "resources" are ignored
  • [Functions] Can't drag&drop a function onto a frame
  • [Functions] Duplicating a node gives an incorrect comment position
  • [Engine] SSE does not support opacity greater than 1 for image input in fx-map

0 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

Windows
Mac OS X
    Minimum:
    • OS:Windows Vista
    • 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
80 of 102 people (78%) found this review helpful
1 person found this review funny
49.0 hrs on record
Posted: December 25, 2014
Please please add this. Programs that don't support DPI scaling are barely usable on high DPI displays.
I'm not exaggerating when I say that the text in the sidebars is about 1mm high. And the tiny buttons are all but unclickable.

I think it's a pretty reasonable prediction that Allegorithmic's users will be adopting 4k much faster than the average computer owner.

Any progress / official comment on this? Both SP and SD are still nearly unusable on high res screens.

Unreal Engine, Blender, and Photoshop are all onboard with high DPI support, so Allegorithmic is the only point in my workflow that doesn't work here.

Adobe has admittedly done a kind of crappy "double size or nothing" setting instead of respecting the OS scale, but at least it makes the text readable and the buttons clickable.
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34 of 35 people (97%) found this review helpful
503.5 hrs on record
Posted: September 24, 2014
[TL:DR]:

Cons:
  • Somewhat steep learning curve.
  • Not an instant solution and slower than a few other options until you've amassed your own substance library and/or skills.
Pros:
  • Great results and awesome-looking textures.
  • Ease of use once acostumed and integrated SD into your workflow.
  • Organized access to your substances, model information, external resources, everything there, all the time.
  • Even though there's a steep learning curve, the community and staff will do anything short of going to your house and strap a jetpack on your back to help you climb that hill.

Having used several programs for texturing over the years, and having come across a few node-based editors in my time, I was impressed by some of the demonstrations and use-cases shown by the staff and users on youtube and other places, I purchased it 50% off some time ago.

To be honest, it wasn't the easiest thing to learn, but I found it much easier than other similar programs... (that are actually way more expensive...)

The sleek interface, the helpfulness and availability of staff and other users, and most of all, the ammount of awesomeness you can create without needing to be an artsy person per se... In other words, great tool, wouldn't go without it now.
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12 of 13 people (92%) found this review helpful
144.2 hrs on record
Posted: December 21, 2014
If you familiar with node-based editors like Nuke or Fusion you'll need only few hours to get used to it. Good old masks, blending modes, etc.
Highly recommend to buy it with Substance Painter, because you'll be able to paint with your substances directly on your model.
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4 of 4 people (100%) found this review helpful
1 person found this review funny
153.7 hrs on record
Posted: December 29, 2014
Probably my most used program. It gets common updates, lets you make high quality textures, and is usable for more than just games. 10/10
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2 of 2 people (100%) found this review helpful
311.3 hrs on record
Posted: January 17
Substance Designer is boring... but necessary. Its not their fault 3d0 is just as boring. However Designer crashes much much less. In my case... never crashes. I love nodes however there are some things that have irked me for years.

my only complaints -
Grey inputs and yellow inputs and gradient masks - can this be more automatic? No big deal but still.
I wish i could drag a node near another node and the connections are made..... like blender.
Vray support for substances would be illa. But blender support would be even more awesome.

But thats just picking for things to complain about.

The truth is you need this for painter and it makes the experience so much deeper. Being able to create a material with a soul and levers is the ($*@#ing @(@*! When I'm in marmoset pulling sliders that bring about wear and tear the dogs quit barking and stare in awe. I love this feature. But when people ask me whats the difference between Painter and Designer I usually say "they are like a scientist and a renissance artist". One is very technical and powerful but the other is more artistic and free. Needless to say you need them both but you can live with only one depending on the level of control you want and how much... fun you want texturing to be.

I must also ask. Whats the deal with Maya 2014 / 2015 and Substances? I cant get them to load.... get off of autodesk and get with the times guys. Your modo support is awesome but the other apps are more lacking. Marmoset is where its at for showing substances.
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100 of 109 people (92%) found this review helpful
52.5 hrs on record
Posted: November 27, 2013
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.
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62 of 66 people (94%) found this review helpful
210.0 hrs on record
Posted: May 8, 2014
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.
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17 of 21 people (81%) found this review helpful
81.0 hrs on record
Posted: March 19, 2014
Highly recommend it - it will save you a lot of time creating materials. Moreover, you don't have to. You just map existing materials to your objects and simply tweak parameters.
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15 of 19 people (79%) found this review helpful
10.9 hrs on record
Posted: January 1, 2014
While it might seem daunting at first, it becomes a very quick and efficient tool for texturing. After a few days of working on it it's become an important tool in my pipeline.

The procedural maps offer the complete and unique control that has become expected of Substances, Substance is also widely supported from game engines to 3ds max and Maya, Also it is supported by the Vray engine so it's not only limited to game assets.

As far as I can see it supports higher poly meshes than the previous editions, it's also more stable and more streamlined.

There are some downsides, it may seem confusing at first, and there are still some bugs and irregular crashes here and there.

All in all i'd completely recommend this to anyone who wants to texture, be it for game engines or showreel pieces, at this time it's hard to imagine not using Substance Designer 4 in my own work.

Good luck, Have fun.
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17 of 26 people (65%) found this review helpful
125.8 hrs on record
Posted: December 5, 2013
Fantasstic bit of kit! Brialliant for fast easy texturing on top of great substance creation tools. The UI is easy to get use too and the many nodes make for an effective and fast workflow.
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7 of 9 people (78%) found this review helpful
4.4 hrs on record
Posted: November 27, 2013
it is game and animation industry standard. i use it with Unity, Modo and Fuse.
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4 of 4 people (100%) found this review helpful
412.1 hrs on record
Posted: December 30, 2013
A fantasit piece of software that will help you create reusable materials (substances) and save you a lot of time on texturing.
As more and more games switch to a physically based lighning system and artists get accustomed to working with albedo, roughness and metalness instead of the classical diffuse and specular, Substance Designer will become more and more popular.
For level designers and art directors, the ability to tweak materials on the fly is priceless and has the potential to reduce feedback times and speed up workflow.
All in all a great program!
Here's what I got after one day of playing around with it:
http://imgur.com/a/QFJ6n#2
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4 of 4 people (100%) found this review helpful
181.4 hrs on record
Posted: March 16, 2014
Spent many hours so far tinkering with textures.

A very easy and intuitive program to make textures and Substance files for use in realtime (and offline) rendering.

Allows you to make fast iterations and once set up you can just change the random seed and get a whole new tiling texture set in the same style (Diffuse, Specular, normal, etc).

Once I save up enough for Substance Painter the combination will be incredably useful.
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4 of 5 people (80%) found this review helpful
242.7 hrs on record
Posted: March 21, 2014
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.
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6 of 12 people (50%) found this review helpful
77.4 hrs on record
Posted: January 7, 2014
Extremely powerful texture tool, which does not require the user to be talented in drawing.

Especially useful for tileable textures.
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2 of 4 people (50%) found this review helpful
172.3 hrs on record
Posted: March 3, 2014
Very good texturing tool, it helped me alot. Once you manage to learn how it works, it will definitely improve your workflow.
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4 of 8 people (50%) found this review helpful
67.5 hrs on record
Posted: March 30, 2014
this sw is wonderful! extremely powerful, you will require some learning, but once mastered the possibilities are endless.
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1 of 3 people (33%) found this review helpful
18.4 hrs on record
Posted: December 29, 2013
Amazing program! I would highly recommend this to anyone who wants to texture custom 3D models or even just to learn how it all works.
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6 of 15 people (40%) found this review helpful
12.2 hrs on record
Posted: December 26, 2013
Great in consort with Unity... like a professional game studio.
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1 of 5 people (20%) found this review helpful
8.6 hrs on record
Posted: June 9, 2014
Very awsome Program for texturing
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