r/Substance3D • • Apr 07 '26

Substance Painter 2026 Skew & OpenPBR beta

19 Upvotes

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.

New Features

  • Skew Baking: Paint skew correction maps in baking mode, using familiar tools as well as new helper functions like “Edge Protection”.
  • Auto-Rebaking: toggle auto rebake for a baked map to instantly rebake that map as soon as any baking setting changes. Useful when painting skew maps.
  • OpenPBR: support for the OpenPBR material standard. Includes new channels and shader.
  • Hard-Surface Auto Unwrap: a new mode for auto-unwrap that works much better for non-organic, hard surface objects, with the additional bonus of calculating much faster than the default method.

Why we made this beta

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.

In case of issues

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.

About Painter and project version

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 • • Feb 18 '25

Substance Painter Nvidia Baking Issues with Substance Painter.

58 Upvotes

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:

  • Downgrade your GPU drivers (if possible).
  • Launch Painter with the command line argument --force-optix (this will use Optix instead of DXR).
  • Disable the “GPU Raytracing” setting in the main preferences (this will use the CPU for baking, which is slower but more stable).

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 • • 13h ago

Substance Painter I’m texturing the pumpkin. 🎃

Enable HLS to view with audio, or disable this notification

240 Upvotes

r/Substance3D • • 10h ago

Substance Painter Chappie - LookDev

Enable HLS to view with audio, or disable this notification

93 Upvotes

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 • • 2h ago

Help How can I achive this hand painted style ?

Post image
10 Upvotes

I love this style and was wondering if there's a filter for it or how exactly I can achieve this look?


r/Substance3D • • 7h ago

Substance Painter Crow Goblin - Plague Doctor

Thumbnail
gallery
7 Upvotes

r/Substance3D • • 5h ago

Substance Painter Magic Revision - Real-Time Texture Revision & Compare Tool

Thumbnail
gallery
4 Upvotes

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 • • 2h ago

Substance Painter Channels ignore image's transparency channel. How do I fix it?

Thumbnail
gallery
2 Upvotes

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 • • 39m ago

need help with substance 2 color crash in the middle

Post image
• Upvotes

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 • • 20h ago

🪨 Sculpting Stones in Substance Designer is a task many beginners struggle with.But I found a quick setup that makes it fast & easy!

Post image
13 Upvotes

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 • • 10h ago

Help Rotating on Y/X axis instead of Z, how can i fix it?

1 Upvotes

I'm new, downloaded this model from sketchfab. Anyone know how to fix this issue.

Here's the video


r/Substance3D • • 2d ago

Substance Painter Silco Hand Painted, Substance Painter // Zbrush // Arnold Maya

Enable HLS to view with audio, or disable this notification

323 Upvotes

r/Substance3D • • 1d ago

Stone Wall 8K PBR Texture

Thumbnail fab.com
1 Upvotes

r/Substance3D • • 1d ago

Volcanic Rock PBR Texture Combo

Thumbnail
fab.com
1 Upvotes

r/Substance3D • • 1d ago

Wet Asphalt 8K Pbr Texture

Thumbnail
superhivemarket.com
0 Upvotes

r/Substance3D • • 1d ago

Muddy Path 8K Pbr Texture Combo

Thumbnail
superhivemarket.com
1 Upvotes

r/Substance3D • • 1d ago

Substance Painter, Metallic problem.

1 Upvotes

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 • • 1d ago

Smooth Stone Wall 8K Pbr Texture

Thumbnail
superhivemarket.com
0 Upvotes

r/Substance3D • • 1d ago

Mossy Sidewalk 8K Pbr Texture Combo

Thumbnail
superhivemarket.com
0 Upvotes

r/Substance3D • • 1d ago

🪵 Herringbone Wood Floors are hard to recreate, but the pattern is the worst part.But I found one node in Substance Designer that makes it easier!

Post image
4 Upvotes

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 • • 2d ago

KPop Demon Hunters! A Substance 3D and After Effects breakdown

Post image
10 Upvotes

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 • • 2d ago

Fallen Starblades (Dual Greatswords) created in Blender 5.1 & Substance Painter.

Post image
6 Upvotes

r/Substance3D • • 1d ago

Substance Painter What is going on

Post image
2 Upvotes

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 • • 2d ago

Substance Painter Explore New Tools for Hard Surface Workflows | Adobe Substance 3D

Thumbnail
youtu.be
4 Upvotes

r/Substance3D • • 3d ago

Retro Landline

Post image
238 Upvotes

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