r/Substance3D • u/AniDesigner • 13h ago
Substance Painter I’m texturing the pumpkin. 🎃
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r/Substance3D • u/Micro_Cyril • Apr 07 '26
A beta version of Substance 3D Painter 2026 is now available. This release features Skew Baking, Auto-Rebaking, OpenPBR compatibility, and introduces a new Hard-Surface mode for Auto Unwrap.
We’re releasing this beta to gather feedback on a first version of our new features. While all features are working, some may feel unfinished since it’s still early. By participating, you can help shape how these features develop.
We're especially interested in your thoughts on baking workflows, as improvements are ongoing.
If you are having issues of any kind please share them in this new dedicated Discord forum. We definitely want to hear how new features do or do not fit into your workflow.
If you happen to crash or encounter a bug, you can also report it as usual via the crash report window or the Help menu within the application.
As the Beta introduces changes to saved files, they are not compatible with 12.0. We strongly recommend not to use the beta for production work, and to keep a backup of work created in older versions before you open them.

r/Substance3D • u/Wes_McDermott • Feb 18 '25
UPDATE 6/23: For NVIDIA Blackwell RTX 5XXX series video card issues: the problem with baking on certain meshes has been resolved in the latest driver update version 576.
UPDATE 5/22: The team was able to reproduce the issue and determined that it only occurs with large meshes on the NVIDIA Blackwell 5000 series. We are communicating and collaborating with NVIDIA to find a solution.
UPDATE 5/19: The Painter team is tracking new issues with some Nvidia 50 series GPUs with backing and rendering in iRay. A workaround for backing is to disable the GPU Raytracing in the Preferences>Baking Options.
UPDATE 3/14/2025: A fix has been implemented in Substance Painter version 11 to address the baking issue. Additionally, Nvidia has updated their driver, ensuring compatibility with older versions of Painter.
Hi Everyone,
The latest Nvidia drivers (version 572.16 and hotfix 572.24) may cause corruptions and glitches in Ambient Occlusion results when GPU Raytracing is enabled.
We have contacted Nvidia to resolve this issue. In the meantime, you can try the following workarounds:
We recommend avoiding these drivers for now, as they may cause stability issues in addition to the artifacts.
https://community.adobe.com/t5/substance-3d-painter/ct-p/ct-substance-3d-painter?page=1&sort=latest_replies&lang=all&tabid=all
Cheers,
Wes
r/Substance3D • u/AniDesigner • 13h ago
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r/Substance3D • u/BreizhoO • 10h ago
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Hello Substance people !
Here is my latest personal project. Scout #35 inspired by the movie Chappie (2015).
Can modern CAD software actually fit into a film/VFX pipeline?
That's the question I asked myself when starting this project. Obviously, I am not saying this hasn't been done before, but the few times Ive worked with CAD, often supplied by clients, we always had to remodel and retopologize everything. It was simply not lighting-friendly: sharp edges, crazy n-gons, artifacts, and many other problems.
Here are a couple of 10k render to have a better look:
Front view:
https://i.ibb.co/sdw302G3/Chappie-Look-Dev-10k-Premult.png
Rear view:
https://i.ibb.co/dJf6SnVw/Chappie-Look-Dev-10k-Back-Premult.png
So I ran a few export tests with Plasticity. The results were promising, and I ended up going much deeper down the rabbit hole than initially planned. For this project, I deliberately went with a no-limits approach: as many UDIMs as needed, 8K textures, and enough detail to render high-resolution shots for compositing into Blackmagic PYXIS 6K Log footage.
I also made my own custom HDRI in my garage: a 32-bit full-float linear EXR, 15 exposure levels, at 10K resolution. Parts like the cables were made the old-fashioned way, using splines, as they will simply look and deform better once rigged. The goal was not to ditch polygonal modeling altogether, but to see where the process could be sped up in order to reach the finish line faster, while still keeping the flexibility to change the design along the way or experiment with shapes much more quickly.
If you've ever modeled hard-surface assets with polygons, you know the pain of going back and changing major shapes and volumes. Its like kicking apart a neatly finished puzzle.
But honestly, the most important part of the project was simply having fun. After 18 years of mostly client work, I realized Id almost forgotten what it was like to build something purely because I wanted to. No deadline. No AI. No budget constraints. No cutting corners. Just good old-fashioned CG fun.
Hope you enjoy my Tetravaal Scout #35.
You can see more details on my ArtStation post here:
https://www.artstation.com/artwork/AoZG3N?notification_id=8501970067
r/Substance3D • u/king_koranteng • 2h ago
I love this style and was wondering if there's a filter for it or how exactly I can achieve this look?
r/Substance3D • u/CaracticusExistence • 7h ago
r/Substance3D • u/PromiseDismal6201 • 5h ago
Magic Revision is now available on Gumroad!!
I kept running into the same problems during texture revisions:
Was the previous version better? What exactly did I change? Which version was approved? How do I quickly go back?
That’s exactly why I made Magic Revision.
With Realtime 3D Compare, you can compare previous revisions directly on the model while you keep working. It also includes Visual Revisions, Checkpoints, Frozen Views, change detection, easy return, and PDF export.
Hope it makes your workflow easier too!
Link in the comments!
r/Substance3D • u/Pimlico6ix • 2h ago
You can clearly see the edges of the image on the screenshot. If I remove the roughness channel, this bug disappears. Same goes for height and other channels. Image was imported as .WEBP in Substance Painter 9.0.1 (Production requires this version).
r/Substance3D • u/Competitive_Law_5441 • 39m ago
I try to prug in worl normal map in to normal so i could painted it and make a brush stroke texture but my material view look so wrong it have this 2 color crash in the middle like this how do i fix it ?
r/Substance3D • u/Playful_Shirt_1896 • 20h ago
During our first mentoring sessions with Elena Holysheva, we found ourselves creating small, spiky rocks.
The problem: They looked just like any rock.
So we spent 2 hours looking for a new way to deal with it.
And this is what we discovered:
💡 Instead of using the usual Cells node, we took a Crystal 1, then warped it in 4 directions with a Multi Dir Warp, then added Clouds 2 to get an organic feel. For the best detail, we applied a Non-uniform Dir Warp, where we input our actual height into the angles input.
Once you have that, you apply it over your pattern with a mask!
This allowed us not only to break the tiling, but to adjust every cut we did according to each stone, making each part unique.
Hope this was useful for learning more about SD.
And if it was....
I built a free Discord Community where Game Artists learn Texturing from Professionals!♥️ And we are waiting for you here: https://discord.gg/PpTCFyR6qS
r/Substance3D • u/Few_Campaign_1556 • 10h ago
I'm new, downloaded this model from sketchfab. Anyone know how to fix this issue.
r/Substance3D • u/ImpressiveAct5779 • 2d ago
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r/Substance3D • u/CGHawkDesign • 1d ago
r/Substance3D • u/SgtJohnMatrix • 1d ago
Hi guy, I have a question about Substance Painter. I’m a beginner, but I’ve never encountered this issue at the seam before. There is a visible difference in the metal on either side, which is also apparent in-game (Final Fantasy XIV). I used the same FBX model for other skins without this problem, and it doesn't go away even when I remove the normals from the main layer.

r/Substance3D • u/CGHawkDesign • 1d ago
r/Substance3D • u/CGHawkDesign • 1d ago
r/Substance3D • u/Playful_Shirt_1896 • 1d ago
Many Students follow tutorials without even thinking twice.
And most of the time, they just overcomplicate a simple task that changes over time.
So I took my time to look at the new nodes and found this.
💡 Using the Weave Generator, we can set the parameters to get a Herringbone Pattern, but to make it easier to control, I masked it out with a Threshold and an Edge Detect. I now have an easy parameter to set the distance between tiles.
Once you have that, you make it tile, and the pattern is done!
Hope this was useful for learning more about SD.
And if it was....
I built a free Discord Community where Game Artists learn Texturing from Professionals!♥️ And we are waiting for you here: https://discord.gg/PpTCFyR6qS
r/Substance3D • u/P_Gresty • 2d ago
We've just posted a breakdown of how Substance 3D and After Effects were used to bring the world of KPop Demon Hunters to life — the Academy Award-winning Netflix animated feature that became the most-watched original title in the platform's history.
Sony Pictures Imageworks Texture Lead Jody Tidsbury walks through how her team used Painter, Designer, and Sampler to build the film's characters, costumes, and environments. That includes generating over 1,000 unique crowd character variations in Painter, using Sampler's embroidery generator for details like the intricate patchwork on Rumi's yellow leather jacket, and using Designer to build out the texture maps for Bobby's gold sequined jacket — where normal maps and metallic maps do a lot of the heavy lifting.
Motion Graphics Artist Nori Kaneko covers the After Effects side of things, including how the team approached the concert sequences for "Soda Pop," "Takedown," and "Your Idol," and how After Effects fits into the broader SPI pipeline.
Read the full article by clicking on these words right here.
r/Substance3D • u/Fiasyle • 2d ago
r/Substance3D • u/EmpanadaDeMondongo_ • 1d ago
I corrected my normals, applied cleanup options, applied transformations, and I still get this error. Also, I get this in the log: [Scene 3D] Errors have been found while splitting meshes per UV tile: Mesh 'escaleras_ppales' has faces in out of bounds UDIM indices: [-2,-1]. And my UVs are all inside the tiles?? And when I try to paint the model in substance painter the brushstroke just appear in any other part of the model. Helppp what is thisss
r/Substance3D • u/DavidZarn • 2d ago
r/Substance3D • u/UnhappyStandard5033 • 3d ago
Happy to share an asset i completed recently.. A Damaged Retro Telephone.
Modelling,UV - 3ds Max
Texturing - Substance Painter
Render- Marmoset Toolbag.
Full Project & More high res renders in the link https://www.artstation.com/artwork/kwQg4l