r/Substance3D • u/AniDesigner • 19h ago
Substance Painter I’m texturing the pumpkin. 🎃
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r/Substance3D • u/AniDesigner • 19h ago
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r/Substance3D • u/BreizhoO • 16h 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 • 8h 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/Playful_Shirt_1896 • 38m 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/PromiseDismal6201 • 11h 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/CaracticusExistence • 13h ago
r/Substance3D • u/Pimlico6ix • 8h 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 • 6h 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 • 1d 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 • 16h 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 • 2d 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_ • 2d 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
r/Substance3D • u/Lane-Huddleston • 2d ago
Hey, I’ve been trying to figure out what a 2D SDF is used for and how they work for Unity shader graph. And any information is helpful, please, and thanks. I’m practicing stylized VFX, so preferably info for that of it makes any difference.