Got this software yesterday and did some test just to learn it.
Substance Painter has an huge potential and could be a real game changer.
While pointing to the future it currently run quite fast and stable on my 5 years old pc.
I got just one freeze so far changing from 1024 to 2048 on a big project, but it did it right in other situations in half a day of use.I also have to say that it doesn't simply scale the pixel but recalculate almost everything in the new resolution, so this justify the time it takes.
It's easy to follow a non destructive workflow and make fast variation even the most drastic ones so inspires you to try new things and be creative(something you definitely look for in an artistic software).
Brushs control is quite good and complete,but I would add Photoshop like opacity control other than the just implemented flow control as not everyone like it's analogic feeling.
Particle brushes are very fast and let you achieve results very hard to do in 2d texturing very easy to use and fairly controllable and customizable.They are less unpredictable than you can think but parameters are not so descriptive, possibly a tooltip popup or similar may fix this explaining every param a little bit better.
The painting is very focused torward roughtness , height and metallic features of the material supporting hi precision formats.It doesn't seem as complete on diffuse painting that at moment is not on par with scalar values painting.(es color swatches are still in development)
It lacks any kind of classic 2d drawing features like gradients, text and vector based geometric shapes reling on the inport from external sources.
It also lack the ability to make your own alphas/decals like in zbrush but rely completely on imported pictures/substances and a large number of procedural brushes available with a set of parameters to shape them at your will.
Overally it seems to be more videogame oriented and democratic than products like Mari and with few unique features and kind of workflow that distinguish it from general solutions like Zbrush and Mudbox with these ones with the hi def sculpting as a plus for a comparable final price,but Substance Painter with a good edge on flexibility as both zbrush and mudbox texturing workflow suffers too much linearity in certain spots.
Definitely good for hi frequency details in normalmap faw faster to do here in heightmap than scrulpting them with millions of poly.
License.
Not the clearest one.You can use indie steam version commercially in an unconstrained way just on steam workshop.
For every other kind of commercial work there is a cap of 10k$ yearly income (quite low in a western country for a freelance artist), but seems that this cap will just apply after the beta will end.
EDIT Full commercial version is available on Allegorithmic Site at 449$ or you may pay the difference if you just own the indie steam version.
Pros:
Ui is very user friendly just after you understand that many interfaces exist in basic and advanced (with more options) form so at beginning most options seem to be unavailable, but they are indeed just hidden making everything look cleaner.
Fast and Easy to achieve good results.
You can easely adapt a layerstack to a different model for an even faster and project coherent result.
Very rich roadmap.
Great substance integration as expected.
Cons:
Lack of more poly selection tools circle , poly , lasso etc.
It just switched from the great 50% discount to the quite good 33%, but still very low cost for what it offers.
Custom Presets are not widely supported in the software(they will be in future).
Shader/normalmap aliasing especially at glazing angles with white blinking pixels in the renderer view.
Shots are made with internal renderer, far from products like Marmoset toolkit or even Substance Designer, especially for the lack of any kind of post processing and discrete lighting setups(Designer integrates Yebis 2 a well known post processing middleware).
Not a great issue in this kind of product, but as I just said, something more could be done from the aliasing side(I suggested the generation of Toksvig Maps for normal map antialiasing to modulate with glossiness/roughtness maps).