Hi!
I've been using Substance painter at home for personal projects but have recently been exploring if it would work for my professional projects. Currently I am working on super high resolution photogrammetry capture of objects that will eventually be fabricated at 7-14 times bigger than the original scans. Because of this we are capturing crazy high details in form and color using a variety of methods.
I've been exploring substance painter to see if it would be useful to us or not and have run into a few problems, questions, and things I wish existed.
1. I've been running into issues with mesh size and performance in substance painter. In particular I am getting very laggy brush response with higher resolution models. I can decimate to a much smaller size and get a model that works smoothly but in general a model from 200K and up makes the brush very laggy. My GPU is a K6000 with 12 GB of Ram. Is this normal and to be expected in general?
2. Sometimes my textures glitch and embed weird patterns into my layers. I have no idea why this happens but I've attached a file so you can see what I mean and will attach a log from after one of these glitches happened. When this occurs I have to restart the program and lose any unsaved work.
3. Some pieces I work on are pretty complex and have a ton of under cuts or places I can not easily reach. In Zbrush I can hide parts of the mesh and work on hard to reach areas but in SP there deosn't seem to be anyway to do this. Am I missing something or is this just not a feature?
4. Sometimes my initial color maps are around 16k and I wanted to use SP to build complex masks for various colors and areas. When I send my layers from SP to photoshop they come in a 4k and I have to re-scale them. Is there anyway to output to photoshop at a higher resolution?
5. I would love to have the ability to add other effects besides just levels. Like, saturation (which is not a post effect) and things like that.