82 REVIEW: Substance Painter 2018
Substance Painter’s UI has been completely revamped, and you’re going to love it!
Nikie Monteleone on the user interface updates to the texturing tool
Substance Painter 2018 is being praised by the user community for its new ui and the way it handles painting. there are plenty of new bells and whistles, but the biggest surprise was how sleek and refreshing the interface now is.
the shelf menus are tucked away to the right, and can be revealed with a simple LMB click.
You can drag any of them out and snap them just about anywhere, or leave them floating in the viewport. You can really customise this new ui to fit your workflow. they have even updated the top left toolbar to change in respect to the current tool, and the tool menu that was there before is now positioned to the left.
We’re also excited about the new Quick Menu, which pops up when you right-click in the viewport. For example, if you have the brush tool activated, right-clicking in the viewport will bring up the brush tool Quick Menu, similarly if you have the Polygon tool activated, right-clicking in the viewport will also bring up the Polygon tool Quick Menu.
We all have deadlines, right? no more digging through the menus means more time spent creating and painting. Speaking of time savers, opening current projects, especially heavy with brush strokes, is now also much faster. all those shelf thumbnails, including textures, materials, smart materials and so on, will load much quicker for you.
now let’s talk about the fantastic painting updates. it’s a lot smoother, and brush strokes are way more precise while using a tablet.
Previously, some brushes would get stuck and cause weird angles on round surfaces, but now it’s more comparable to other competing paint programs, where you feel like you’re truly projecting onto the surface.
there’s a new and improved way to bake all position maps so every texture Set is now taken into account at the same time. For example, we have used the new 3D Linear Gradient tool as a mask in our scene after baking position’s normalisation Scale to Full Scene. there is no longer a need to set up uvs for this, as it is more of a procedural process. You can now cover your characters in mud up to their elbows or add the same amount of grungy water damage to the walls and furniture by instantiating the mud or grunge on all texture Sets.
Painter now comes with a new sample project that will make it easier to create your own tiled materials and textures. Sure, you can do this in other programs, but saving it out as a Substance Painter Smart Material helps save time and keeps it all in one program. File/open sample/ tilingmaterial.spp
in ‘Greenie Genie’, the pattern on the clothing was created on the tile and saved out as a mask to then be applied seamlessly on her clothing. From the second brick example, we can export those textures straight from Substance Painter and plug them directly in your 3D program or make yourself a smart material to use later. Working in 1K seemed to be slower then usual, and upping the res to 4K on something simple like this brick took about five minutes. Keep in mind, though, it’s processing nine 4K tiles overlapping each other.
Lastly, who doesn’t love some additional free brush presets? check out the new calligraphy, Wet and Hatching brushes to help with hand-painted projects.
Major things users still have on their wishlist: painting across udims, aka ‘texture sets’, is the biggest community request, but the ability to hide/unhide a texture sets without adding an opacity channel and importing texture files that are non-uniformly scaled are also on the list. Nikie Monteleone