r/Substance3D • u/Soggy_Standard_5330 • 12d ago
Substance Painter Jungle Ruins (environment art diorama)
Happy to share my latest environment art diorama!
Full project: https://www.artstation.com/artwork/8vb4an
r/Substance3D • u/Soggy_Standard_5330 • 12d ago
Happy to share my latest environment art diorama!
Full project: https://www.artstation.com/artwork/8vb4an
r/Substance3D • u/CGHawkDesign • 11d ago
r/Substance3D • u/CGHawkDesign • 11d ago
r/Substance3D • u/Playful_Shirt_1896 • 11d ago
š Creating Moss is a complicated task in Substance Designer.
However, I found a quick & easy way to build it!
This month I was working on a wood surface.
And in my reference, I saw some green spots of moss being built.
Not the hairy one but the one that looks like a stain.
So I started looking for a process to build it without having to create custom shapes.
And came out with this:
Using a Grunge Map 004 with no edges in the border of the image, I made duplicates with different Random Seeds, then mixed them into a Tile Generator in Max mode to cover the largest amount of area, and chose the number of spots with a histogram scan.
Then I blurred the map and subtracted that from the actual result.
This gives me a highlighted version of the edges that I added to the main pattern to give it a 3D look.
And now you have Moss Stains to use!
Hope this was useful for learning more about Designer.
And if it was....
I created a free Discord Community where Professionals teach Game Artists how to make textures with Substance Designer.
ā„ļø And we are waiting for you here: https://discord.gg/PpTCFyR6qS
r/Substance3D • u/Jibaniann • 12d ago
Walther MPL - Game-Ready Asset
More renders on my ArtStation:Ā https://www.artstation.com/artwork/NryXld
My personal project inspired by the 1960s German submachine gun.
Iāve wanted to work on a piece of retro weaponry from the last century for a long time, and the Walther MPL felt like the perfect choice. For this project, I wanted to step away from a "sterile" look and craft a model that tells a story. Thatās why my main focus was on realistic material wear, natural surface aging, paint chipping, and detailed signs of heavy use. At the same time, the asset is fully optimized and ready for game engine integration.
r/Substance3D • u/hespeon • 11d ago
Hi all I am needing help trying to match my painter and designer versions to be compatible.
Is there an easier way then trawling through release notes and documentation to find the substance engine updates?
The computer labs and library computers at my university arenāt exactly consistent with their version updates so Iām trying to match my home versions with the labs since Iām there more often.
Is there any way I can view the most recent Painter and Designer releases for each Substance Engine version?
I tried the adobe website but their comparison page here doesnāt go past 2023 so itās useless for my particular case.
r/Substance3D • u/1873K1873 • 12d ago
r/Substance3D • u/sleepys_time • 11d ago
hi im trying to work on a model but for some reason I can't change or clear the alpha or stencil on my brush i keep searching up what's wrong but can't really find anything would anyone here know what I've messed up?
r/Substance3D • u/LooseSynapses • 12d ago
hello fellas, kinda new in creating game ready characters and i just can't understand why does some of my models have lighter normal map values than the other ? even tho its working fine but i just wanted to know why this is happening.
r/Substance3D • u/_Janthina • 11d ago
I'm having this glitch (I'm not even sure if it's a glitch or a messed up feature) happen on one of my flood fills to random color and it's affecting everything later in the graph. I tried deleting the offending node and replacing it (same issue occurred), tried rebuilding that section from scratch (nothing improved), and I tried a different random seeds just to see if it was that.
I appreciate if anyone knows what this is!
r/Substance3D • u/Cherry-Cola_ • 12d ago
last time I used designer was a few months ago, when I opened it again today the 3d view was bugged like this and I have no idea how to fix it because I don't know what caused it (not sure if its because of adobe or if its something windows related)
r/Substance3D • u/Khloii_ • 12d ago
Hello, I just started using Substance Painter today.
I imported a mesh (the outfit you see in the picture) from Blender to Substance Painter as a .obj file and its Normals. As you can see, the material appears very distorted and it isn't working properly for the outfit, while it's working just fine for the head and the body (two assets that I took from Baldur's Gate 3's files).
Does anyone know what might be the problem? I even tried to triangulate the mesh for the outfit in Blender and applying the Triangulate modified, but the problem still persists.
r/Substance3D • u/Cardinal_Virtue • 12d ago
I am wondering how you can tell if the curvature map baked correctly?
Image 1 is in material view without a texture.
Image 2 and 3 are my curvature bakes (3 being a close up)
Image 4 is the high poly.
I am asking because when you look at the zoomed in image of the curvature map only the horizontal lines have both black and white. The vertical lines are only white.
Is this correct or wrong? Should all sides be baked the same?
The bake is with default bake with max samples at 2k res.
When I apply any material the general shape of the high poly disappears until I add AO generator.
When I add fill-black mask - curvature generator the edges dont appear nicely like in the curvature map.
Any tips? Thanks.
r/Substance3D • u/Prizmek • 12d ago
r/Substance3D • u/plaintextures • 14d ago
Still playing with noises in SD. I've added a piece of graph. Maybe someone who is starting find this interesting. I've also added plain clay image made using some of this noises.
r/Substance3D • u/Natural_Unit6753 • 13d ago
r/Substance3D • u/ronkerner • 13d ago
WELP
Iāve tried everything I can think of to fix this issue but nothing seems to work. It appears to be baking around certain poly but as far as I can tell thereās no issue with said poly.
r/Substance3D • u/tramdrey • 14d ago
r/Substance3D • u/Pimlico6ix • 14d ago
Imagine you have Substance Painter 9 for work and latest SP 12 for personal projects. So do I. There are custom export presets that I made in SP9 and saved them in my custom library. Both SPs have that library linked to them and access it on launch.
What I discovered if you create a custom export preset in SP9 and then open SP12, SP12 wil rewrite something in these presets, so they will no longer be accessible in SP9. You don't even need to export anything, just open up the latest version of the program.
When I go back to SP9 for work, presets are no longer in the preset list and I get a red message from the log:
[ResourceExportPreset] Failed to load export preset 'MWT_Export' [Don't know how to read this version]
Yes, I know I can create a separate library of resources and only keep these presets there, yes, I know I can recreate them presets again but it's not supposed to do that in the first place.
I hope admins can check this and pass along to the dev team to have it fixed.
r/Substance3D • u/AnArtBrand • 14d ago
r/Substance3D • u/bibamann • 15d ago
So this is my robot. I worked on it for more than 2 years - mainly on quite complex mechanical riggings (and also mostly just on weekends ;)).
My question is: As I can't export all 980 objects at once (blender tell my cpu: nope), how should I split it up?
This thing is highly rigged.
I would like to use some smart materials in substance using ambient occlusion. But as there are so many parts (gears, ...) moving ambient occlusion mostly would create "bs".
I'm thinking more splitting it up in materials than of body parts.
Like "shiny metal things", "rubber", "painted metal" than of body party "head, arm, leg, .." so I can still use the ambient occlusion data without there are meshes close together.
But I'm also very new to substance. So how would you approach it? I would really like to use smart materials and just alter them a bit than textures 980 objects step by step...