Allegorithmic Announces Substance Paint

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Old 12 December 2013   #1
Allegorithmic Announces Substance Paint

Substance Paint is a new product that will complete the Substance 4 ecosystem. It is what we envision next gen texture painting to be.



PARTICLE BRUSHES
How much time do you spend making your assets look real by adding wear and tear manually? What could be better than using real physics to replicate nature's work in a fast and awesome way?

3D & 2D PAINTING
Painting textures should be simple. We want to give you the set of tools you actually need, in a clean, uncluttered UI.

100% NON DESTRUCTIVE
In an ideal pipeline, nothing should ever be destructive. Every action, every stroke in Substance Painter can be modified afterward at any time.

MULTI-CHANNELS BRUSHES
Modern texturing is all about the different maps you have to create. Paint on all your channels at the same time, whatever these may be.

AUTOMATIC UV REPROJECTION
Modify your UVs whenever you feel like it, Substance Painter will reproject everything you've already painted automatically for you.

UNIFIED MATERIAL LAYERS STACK
Tired of endless layer stacks? Have all your maps unified in one layer only and edit them all at once or separately.

PBR PREVIEW
No blind editing, paint directly on your fully shaded mesh to make sure every material definition fits perfectly.

LIVE LINK WITH SUBSTANCE DESIGNER 4
Shared assets libraries, live update, deep painting and compositing integration... We believe Substance 4, with the combination of Painter and Designer, can become the all-in-one tool for texture artists.

PARAMETRIC BRUSHES
Use Substance Designer to create parametric and procedural brushes and effects.

Also, be sure to subscribe to the Allegorithmic newsletter to apply for the beta in Q1 2014

Cheers,

Wes
__________________
Allegorithmic Substance Community Manager - Integration Designer

Last edited by WesMcDermott : 12 December 2013 at 08:59 PM.
 
Old 12 December 2013   #2
This looks awesome. Question one scene has what seems to be rain .. is that rain droplets over the aircraft.
 
Old 12 December 2013   #3
Very interesting. Can't wait to try this out.
 
Old 12 December 2013   #4
Really beautiful implementation of procedural texturing. It's even nicer that you can blend it with 2D painted textures that I think are converted to procedural paint. In looking at procedural texturing systems like what Pixar and BlueSky use I've always wondered whether there could/would ever be a UI for painting with procedurals that artists instead of just programmers could use and I can see this is a good start of something on that front.
 
Old 12 December 2013   #5
Originally Posted by calilifestyle: This looks awesome. Question one scene has what seems to be rain .. is that rain droplets over the aircraft.


Yes, you can run simulations such as rain, which can be used to produce realistic weathering effects. You can also use particles for more subtle and precise effects such as veins on a character or hair.

Cheers,

Wes
__________________
Allegorithmic Substance Community Manager - Integration Designer
 
Old 12 December 2013   #6
Wes, are there any videos that demo the 2d/3d paint workflow. The teaser video seems to be all particles or is that the only way to paint textures in substance painter?
 
Old 12 December 2013   #7
so damn cool.
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http://adamglick.net
 
Old 12 December 2013   #8
Really impressive. So excited to try this out!

I had a question too:
Is it possible to use animated weathering effects in your final renders or games?

In the example of the raindrops hitting the aircraft or the green moss/alien veins growing on the top of the aircraft - would it be possible to have these growing effects animate on over time?
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Michael Wentworth-Bell | 3D Artist & VR Designer | Melbourne, Australia

Espire 1: My VR Stealth game - CGTalk thread
 
Old 12 December 2013   #9
Would be great if it handled ptex natively instead of running the UV maps through mudbox etc to convert them
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Old 12 December 2013   #10
Originally Posted by tonytrout: Would be great if it handled ptex natively instead of running the UV maps through mudbox etc to convert them


They're gearing their products towards game studios, so PTEX probably isn't high on their list.
 
Old 12 December 2013   #11
Originally Posted by MichaelWBell: Really impressive. So excited to try this out!

I had a question too:
Is it possible to use animated weathering effects in your final renders or games?

In the example of the raindrops hitting the aircraft or the green moss/alien veins growing on the top of the aircraft - would it be possible to have these growing effects animate on over time?


HI Michael,

We have prototypes of these kind of effects running in game, but that is tied to having PopcornFX particle system integrated along with the Substance in the game engine.

Cheers,

Wes
__________________
Allegorithmic Substance Community Manager - Integration Designer
 
Old 12 December 2013   #12
PTEX will be useful in a game engine one day. Nvidia's been doing some demos of its use. But, its a while off. Look up 2011 Siggraph.
BTW , I started to get into Substance 3 and felt it was lacking just something.. 4 has been solid and awesome. Look forward to using it and doing PBR materials.
 
Old 12 December 2013   #13
Well, that looks like the final nail in Photoshop's coffin for 3d work.

Can't wait.
 
Old 12 December 2013   #14
Please support UDIMS. you will get alot more interest from the VFX production market if you can support UDIMS.

for us at our studio without udims this tool is an unfortunate no go. but everyone wants it....
 
Old 12 December 2013   #15
This painter is impressive.

We also use UDIM UV layout for almost all of our models.
I hope substance designer and painter will become useful for pre-rendering works.
 
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