Substance Painter is being used on more than 100 AAA projects currently in development. Usually Substance Designer teams are much more specialized and need less licenses, whcih brings the ratio to 60/40. There are more SP users than SD users in studios out there.
@Jerc : I think Substance Painter suffers from its name.
I've heard from a fair amount of artists that they tried Substance Painter in the hope of being able to "haindpaint" their textures, even though its strength really lies in the conditional materials and BW generators, and how responsive it is when it comes to selecting color based ID regions and painting transitional material masks. Maybe the marketing around it could focus more on that rather than on the simulation-based brush engine, which is a nice thing to have but is really just icing on the cake.
Many potential users are probably not even aware that ID-driven projects are doable in Painter. In practice they are often faster to do in Painter than in Designer or DDO.
Substance Painter is rad. It allows you to make sweet fully procedural materials but done in a hierarchy like photoshop instead of the scary node graph town called Substance Designer.
MilSim as well and we use both the Quixel Suite and the Substance packages. For us the biggest reason we use the packages is that it easily allows all the artists on the team to output similar quality of work. When we use presets (whether stock or custom) it ensures that our standard of quality is consistent throughout a project.
It has also helped out with teaching PBR since it does most the heavy lifting it is easy for someone new to the workflow to breakdown a texture preset and see exactly how/why it works. While I do a bit of hand painted texturing in my off time it would be tough for me to go back to the old methods at this point.
Highly convoluted interface, non-procedural, and the only features it has going for it over other programs, like massive textures, are both useless for game development and stripped out of the Indie version.
I get to use it now and then but pretty much all clients want a PSD and not a substance file. I do all my bakes in Substance Painter though, the match by mesh name feature means no more exploding your mesh.
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https://www.allegorithmic.com/company/testimonials
I really just use it for touchups.
I've heard from a fair amount of artists that they tried Substance Painter in the hope of being able to "haindpaint" their textures, even though its strength really lies in the conditional materials and BW generators, and how responsive it is when it comes to selecting color based ID regions and painting transitional material masks. Maybe the marketing around it could focus more on that rather than on the simulation-based brush engine, which is a nice thing to have but is really just icing on the cake.
Many potential users are probably not even aware that ID-driven projects are doable in Painter. In practice they are often faster to do in Painter than in Designer or DDO.
pretty common.
It has also helped out with teaching PBR since it does most the heavy lifting it is easy for someone new to the workflow to breakdown a texture preset and see exactly how/why it works. While I do a bit of hand painted texturing in my off time it would be tough for me to go back to the old methods at this point.
https://steamcommunity.com/app/289550