The witch doctors behind Substance Designer, Bitmap2Material (Allegorithmic) anounced Substance Painter
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.
We're talking about it HERE
Replies
Ive been thinking about this concept for weeks. Using physics to simulate wear by throwing objects at something to get realistic wear on convexities, this is amazing.
I really want to play with this!