Hey there Allegorithmic team,
Thanks for the nice software you guys are making.
Been playing with both apps the last couple of weeks and love it.
So i wrote down some thoughts.
First off i have to BIG UP Wes, Dude you amaze me, I saw you on the UDK twitch thing. I thought you prerecord your tutorials and just comment to them, but its all live. Mad Props:D
O and its funny to see the faces from all you guys. you guys rock
so lets start, Again no complains just thoughts
1-Turntable,
2-Turntable
3-Database
it would be nice to have a central database, one that can be constructed with named folders and stuff
-Could be shared between the 2 app (it could even be your central database for all your apps PS , Zbrush etc. can you imagine if you take the lead in this with your competitors.fun)
-Saves your stuff accordingly (default folders like the folders in SD for instance)
-Can be on any place on your system
-Creates correct icons
-Sbar and sbs files from the 2 apps should be in this database as well ( at the moment i have my own database, the files from sd and sp in the windows application folder)
(SD has a nice library but only works inside the app)
-stay untouched after updating any app
4-Import pbr material textures[/b]
I know you can import your textures and create a material.
But it would be cool to have a importer. one that gives you the slots that you need + checks if they are ok (example: SP pbr validation script:
Then again B2m could also take this job. and have it build in. Resulting in exporting correct pbr material packages
but still.....
5- More base pbr materials and effects ( specially Compared to DDo,)
- A complete Workflow Tutorial.
This could boost your popular app even more. just show a workflow tutorial with something other then metal scratches ( yes i know its cool to play with oil drops

) Like creating wood, paper, rock or even stylized textures.
-Better drawing tools in general. But i think its on its way.the tools from SD would be enough already.
Some errors i have during testing
-when i reload images, they are replacing the ones in the Shelf texture tab, but the ones in the image selector are staying. resulting in 5 times the same image in there.
hmm cool its only one.
And as last some questions
- how to remove an image from the shelf
Edit: is the works should be cool the next update- what does the toggle animation button do, I did import a fbx with a turntable but did see anything move
Edit: Stupid this is for the particles of course Doh 
- Is Size of the model important.
- Most effect show op pixelated ( i know i can scale them with 2d transform node from SD, but it does not really help ) i guess i expect it to be sharper
For real i've been testing Quixel, SD and SP for the last 3 weeks. i am very impressed.
I like SD the best, because of the freedom and tools you have (drawing normal maps would be cool)
After that SP just because its real time, and i can use all the SD goodies to make it even better.
Quixel = is very nice and i've been working with it since V1. but this versi9on is not that good, its slow and a lot of bugs, then again its in beta
Things i do like from the suite.
-Hand painted normal-map creation
-creating Ao cavity etc from normal ( yes you can do this 2 in SD) and adjust them afterwards
-Smart materials, these are just smart
-DynaMask. is a bit better then the control you have over an effect in SP
-Better view-port ( yeah i know they are friends with the toolbag guys)
I think right now its like back in the day with Vray and Mental-ray
Mental-ray for the techies and real companies. Vray for the create art with one button posse.
Ok well all other things are already written down in the forum
well i hope this helps you guys a bit.
Stay real
Ron