We finally have the details regarding the special discount we gladly offer to Unity Pro, iOS and Android licensees for a few months: It is going to be 40%, starting right now, making Substance Designer for 594$ instead of 990$.
To benefit from it, please send us your Unity Pro License invoice number using this form, or directly at contact.form@allegotithmic.com, and we’ll get back to you with instructions.
Please note:
The discount is valid for as many licenses as you want (you have the right to make us rich )
Acquiring Substance Designer 1.2 for PC today will let you get Substance Designer 2.0 for both Mac and PC (two installs per license) for free as soon as they are released (in a few weeks from now)!
You can check the Unity user stories of Decane and Psychoz Interactive who are already using substances for their games:
Well worth the price. People seem to be focusing on the size reduction aspect of Substances, but it’s the workflow enhancement that I love the most. Unity is great because of it’s auto reloading of assets when they’re changed, but jumping back and forth between Unity and Photoshop to try and tweak a texture map so that it fits in perfectly with everything else is still time consuming. Especially when you start using post processing effects like contrast stretching and color grading, because it can be hard to tell what a texture is going to look like when the game is running. If you spend the time to set up your substance correctly, then it’s quick as hell to tweak the HSL balance, maybe adjust the levels of a component a little bit to bring out certain details, increase the amount of dirt on an object to make it fit better with its surroundings, etc. Plus all your maps get updated instantly, so your diffuse, spec, normal and height are always in sync. Something doesn’t look quite right? Hit the randomize button to get a random noise value a couple of times until it does…it will still tile perfectly.
I’ve always been a fan of procedural textures, but Designer + Unity really brings it to the next level. If you’re a casual user then it might be hard to justify the price of Designer. In that case, just get B2M if you don’t already have CrazyBump or a similar program. Then buy a couple of substances as you need them.
On the other hand if you’re a texture or environment artist, it’s well worth the investment. Go buy it now, you won’t regret it.
The B2M shipped with Designer features less parameters and simpler algorithms, but the good part is that you get the sources of the filter so you can easily add your own parameters or modify the existing methods in it to fit your needs.
So, only Unity Pro users. Those of us who own iphone basic and/or the base android license, and may have spent as much as $1000 on Unity depending on years owned, upgrades, license types, etc., no discount.
Thanks, but no thanks.
I dunno, being able to have most of the maps “generated” for me, in general, let alone being able to create and vary the textures procedurally from object to object with a simple set of parameters seems like a “gain” to me, particularly over creating each individual texture, AND texture type, AND texture variation, by hand.
Let alone, having the textures procedural “already” might benefit someone in say…the future, if they choose to release the same game on Mac or Windows, rather than redoing them all as allegorithmic textures at a later date…which I would of course never do.
But, whatever.
For those who don’t own a Unity Pro license, Designer Lite will be available pretty soon and will allow you to create substances for a lower price point of 350$.