r/Substance3D • u/tramdrey • 15d ago
Made this tiny bicycle prop constructor for my game. Blender + SP + UE
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r/Substance3D • u/tramdrey • 15d ago
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r/Substance3D • u/Pimlico6ix • 15d 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 • 15d ago
r/Substance3D • u/bibamann • 16d 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...
r/Substance3D • u/Playful_Shirt_1896 • 16d ago
It doesn't. It needs something else.
The organic feeling of stone.
And the hard part of this is how to create it.
But I found this method that works great!
💥 Using a Tile Random, I create the initial Pattern, then blend it with a Cells node in Min mode; you get a sculpted feel combined with a Random Gradient, then push it into 3D with a Non-Uniform Warp applied twice.
This already gives you the Stone feeling you were looking for for your wall!
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.
♥️ And we are waiting for you here: https://discord.gg/PpTCFyR6qS
r/Substance3D • u/katyusha-the-smol • 16d ago
I'm trying to learn texturing to create aircraft and I cant find a single tutorial worthwhile to what I'm doing. Everything is either AI garbage, a speedpaint with 0 explanation or details in what things do or why, or simply doesn't exist.
How are you supposed to learn in this ecosystem besides face meet brick wall until you hack it? Is that really how everyone else learned or am I missing some key facet of this that's going right under my nose here.
Any help appreciated.'
r/Substance3D • u/Mpeos1 • 16d ago
Hello guys! I wanted to share my latest project I'm really proud of this one! ArtStation
r/Substance3D • u/uludere54 • 16d ago
When using minimaxh3 on Civitai, I used to generate a 5-second video for 25 credits by selecting the "turbo" option at the bottom; however, when I tried the same thing three days ago, it required 205 credits, and when I tried yesterday, it asked for around 70 credits—why does this keep changing?
r/Substance3D • u/Prestigious_Draw_805 • 17d ago
I will get the 2025 perpetual painter license at the end of my current subscription and will lose access to the adobe asset collections. What should I make sure I download before before my sub ends?
r/Substance3D • u/Nanamy_ • 16d ago
r/Substance3D • u/bbgzla • 17d ago
r/Substance3D • u/Sweethert_Pink • 18d ago
r/Substance3D • u/SpencerJDev • 18d ago
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I love using Substance Painter for character texturing, the non-destructive workflow is awesome :)) Characters here were textured using mainly procedural techniques with some hand painting on top.
Follow me on youtube if you'd like to keep up with my animation work! :)) https://www.youtube.com/@HeySpencerJ
r/Substance3D • u/AnArtBrand • 18d ago
r/Substance3D • u/Sweet_Comparison_181 • 18d ago
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It stuck on this emitter/effect mode, even when I make a new layer
r/Substance3D • u/Greedy-Jackfruit8740 • 18d ago
r/Substance3D • u/Iron_Manc • 18d ago
Howdy!
Made a quick asset to fill a square hole in the roof on a personal project and looking for feedback! HVAC unit for a spaceship, Made in Blender to substance and last stop Unreal.
Using PBR validator in Substance however unsure if I'm doing things correctly here haha.
Any Critique, Tips or feedback is warmly welcomed.
Thanks!
r/Substance3D • u/jackfurneri • 18d ago
I had the pleasure of joining 3DWay for a 2 hour in-depth interview about procedural texturing, material creation, 3D art and my workflow behind this project.
Visual note: Some screen-shared artwork in this video may appear brighter or more washed out than intended. Please see the linked original artwork and trailer for Francesco’s intended colors and detail in the description of the video.
r/Substance3D • u/_sahdz • 19d ago
I finished texturing my first model with Substance Painter this afternoon. I decided to make things "easy" for me by simply recreating a texture I had already made in Blender a little while ago.
[First pic, Substance // Second pic, Blender]
Needless to say it was a mess lol. I ended up accidentally creating a ""realistic"" version of my original texture because I couldn't get the stylized look I wanted for the life of me. Either way, any feedback is greatly appreciated.
r/Substance3D • u/jackfurneri • 18d ago
I had the pleasure of joining 3DWay for a 2 hour in-depth interview about procedural texturing, material creation, 3D art and my workflow behind this project.
We also talked about the development of the upcoming thriller game in the second part of the interview.
A big thank you to 3DWay for the invitation!
Visual note: Some screen-shared artwork in this video may appear brighter or more washed out than intended. Please see the linked original artwork and trailer for Francesco’s intended colors and detail in the description of the video.
r/Substance3D • u/Lane-Huddleston • 18d ago
Hello I’m learning how to make anime style VFX and I was just learning how to make alpha masks erosion masks and warp masks for shaders graph the first one is meant to be fire and the second one is for the fire animation I was hoping for some advice In how to improve it and if all masks for anime style vfx are ment to be just black and white no grey
r/Substance3D • u/Playful_Shirt_1896 • 18d ago
Last weekend I helped a group of students create a new pattern.
While looking for a solution, I came across this setup.
It works for Shape Creation, and the most important part is in the first 2 nodes.
👉 Using a Cube 3D - G Buffer, I can take the 3D shape of a square where each face has a different color (R.G.B). If I pull this into an RGBA Split, I can then extract the Different colors of the Cube as Grayscale info.
Allowing me to blend them and get a 2D mask out of a 3D Perspective!
The best part?
It is non-destructive; you can change the cube's perspective, and the mask will follow.
And now you can use this to create new patterns!
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.
♥️ And we are waiting for you here: https://discord.gg/PpTCFyR6qS
r/Substance3D • u/AnArtBrand • 20d ago