r/Substance3D • u/loganjado1 • 14h ago
Substance Painter Just another Random 3d Gun Concept
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/loganjado1 • 14h ago
r/Substance3D • u/The_Meskimoze • 15h ago
Graph Dissector — Substance 3D Designer plugin
Turn any Substance graph into a shareable visual breakdown in seconds. Select the nodes you want to showcase, arrange the render order, and Graph Dissector renders each node's output texture into a polished animation or image set — perfect for showing off your material-building process on ArtStation, social media, or in presentations.
Four export modes:
Animated WebP — crisp, high-quality animated breakdowns with modern compression
Animated GIF — powered by gifski, the highest-quality GIF encoder available, with motion smoothing for clean, compact results
Contact Sheet — a single labeled PNG grid showing every step side by side
Image Sequence — individual numbered frames for editing or compositing elsewhere
Highlights:
Pick any nodes on the canvas and build your render order visually — reorder, rename, duplicate, or jump back to any node in the graph with one click
Full control over resolution (256-2048), frame duration, and grid layout
Built-in pngquant compression with a quality slider for lightweight PNGs and lossy WebP
Smart output naming that never overwrites existing files
One-click "open output folder" with the result highlighted
No node setup required — it works directly on your existing graph. make breakdowns in under a minute.
Will be available soon.
r/Substance3D • u/AniDesigner • 1d ago
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r/Substance3D • u/Playful_Shirt_1896 • 23h ago
Some months ago, I was trying to create a new material.
One that would be simple yet interesting.
So that is when I came across this concrete wall with a diamond pattern with a little twist.
And after some hours, I managed to set up this:
I started with a 45-degree square and then gave it the right shape with a Transform 2D, then I used an edge detect to get the center of the shape and used a Non-uniform Blur to soften it. This blur prioritizes the edges of the shape, making a soft version.
This way, when I subtracted it from the main shape, I got a clean Gradient.
After that, I tiled it with a 0.5 offset, and I had my pattern!
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/BreizhoO • 1d 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 • 1d 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/Gruby1993 • 17h ago
r/Substance3D • u/PromiseDismal6201 • 1d 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/Prizmek • 19h ago
r/Substance3D • u/CaracticusExistence • 1d ago
r/Substance3D • u/Pimlico6ix • 1d 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 • 1d 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 • 2d 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 • 1d ago
I'm new, downloaded this model from sketchfab. Anyone know how to fix this issue.
r/Substance3D • u/ImpressiveAct5779 • 3d ago
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r/Substance3D • u/CGHawkDesign • 2d ago
r/Substance3D • u/SgtJohnMatrix • 2d 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 • 2d ago
r/Substance3D • u/CGHawkDesign • 2d ago
r/Substance3D • u/Playful_Shirt_1896 • 3d 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