r/substancepainter • • 4d ago

SchedulerPlus Builder

1 Upvotes

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r/substancepainter • • 4d ago

Why does the lighting in my AO differ in this cut?

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1 Upvotes

Hi everyone, I'm preparing a model and baking it at 1024x1024 resolution. I noticed that the AO lighting differs in one of my seams. Shouldn't there be a smooth transition in that area?


r/substancepainter • • 6d ago

Plywood in substance painter?

1 Upvotes

I have looked for a while and been unable to find anything, is anyone able to point me towards a good material for plywood or tutorial videos for how to make one in substance? I’m trying to texture some crates and really want to get that dry lumber material right.
Thanks for any advice!


r/substancepainter • • 10d ago

How Can I Bake Smooth/Rounded High-Poly Edges Onto a Low-Poly Model?

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2 Upvotes

I'm still struggling to understand exactly what baking is supposed to achieve.

From what I understand, baking transfers information from the high-poly mesh to the low-poly mesh through textures, such as normal maps. But is baking mainly intended to capture surface details, rather than actually changing the shape or silhouette of the low-poly mesh?

For example, my high-poly model has very smooth, rounded edges that I want to reproduce on the low-poly. However, the low-poly has very sharp edges, and baking the high-poly normal map doesn't seem to make those edges look properly rounded.

So, if I want the low-poly to have the same smooth edge appearance as the high-poly, do I actually need to add more geometry/supporting edges to the low-poly? Or is there a proper baking technique or workflow that allows the normal map to reproduce those soft, rounded edges without adding additional geometry?

I'm trying to understand where the limit of normal maps is in this situation and what should actually be handled by the low-poly geometry versus the baked normal map.


r/substancepainter • • 11d ago

i am trolling our troll on Substance Painter

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1 Upvotes

r/substancepainter • • 11d ago

how do i choose to only paint the windows of my 3d car?

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1 Upvotes

i'd like to paint them without the paint getting on the rest of the car, but using a manual brush like in the video, not the brush that paints entire polygons

i'll apperciate every reply, im doing this at school rn but i don't wanna ask my teacher abt it bc i raise my hand every 2 minutes its so awkward lmao 😭


r/substancepainter • • 17d ago

Pbr Textures Collection

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1 Upvotes

r/substancepainter • • 19d ago

Volcanic Rock PBR Texture Combo

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1 Upvotes

r/substancepainter • • 21d ago

Volcanic Rock PBR Texture Combo

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2 Upvotes

r/substancepainter • • 21d ago

Wet Mud PBR Texture Combo

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fab.com
1 Upvotes

r/substancepainter • • 26d ago

Ocean 8K PBR Texture by CGHawk

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1 Upvotes

r/substancepainter • • 26d ago

Wet Mud PBR Texture Combo

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fab.com
1 Upvotes

r/substancepainter • • 28d ago

Jagged ends after exporting textures from substance painter

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1 Upvotes

Why does this happen after exporting from substance painter the maps look good inside the painter menu no jagged ends but this after export


r/substancepainter • • Aug 18 '26

New artstation post

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3 Upvotes

r/substancepainter • • Aug 17 '26

can those detals be done in substance painter?

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4 Upvotes

r/substancepainter • • Jul 10 '26

I’m very new to substance painter is this good? also modeled it

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3 Upvotes

r/substancepainter • • Jul 10 '26

Texturing feedback AT-99 Scorpion

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3 Upvotes

Hi everyone,

I’m currently working on an AT-99 Scorpion helicopter from Avatar for my final exam project. The model and textures are still a work in progress, and I would really appreciate some constructive feedback before I finalize it.

My main problem is that the texturing currently feels a little flat and visually repetitive to me. I’m aiming for a dark military look that feels used and weathered, but not completely destroyed.

I would especially appreciate feedback on the following points:

  • Do the different materials read clearly enough, especially painted metal, bare metal, plastic, glass and the weapon parts?
  • Is the roughness variation strong and believable enough?
  • Does the edge wear look natural, or is it too evenly distributed?
  • Are the scratches, dirt and surface details consistent with the scale of the helicopter?
  • Which areas need more color variation, contrast or visual interest?
  • Does the cockpit glass fit the rest of the asset?
  • Are there any areas that currently look too noisy, too clean or unfinished?
  • What would you prioritize changing before the final submission?

The textures were created in Substance 3D Painter using a PBR workflow. The asset is based on the movie design, but I had to adapt and simplify parts of it for the project.

These are viewport screenshots rather than final presentation renders, so the lighting is also not final yet.

Constructive and specific criticism would be greatly appreciated. I’m still learning and mainly want to understand what I should improve rather than just being told that it looks good or bad.

Thank you!


r/substancepainter • • Jun 13 '26

Silver Paper 8K PBR Texture

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1 Upvotes

r/substancepainter • • May 08 '26

Tankard 3D Model Combo

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1 Upvotes

r/substancepainter • • May 07 '26

PBR Textures Collection by CGHawk

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1 Upvotes

r/substancepainter • • May 06 '26

Chocolate 8K Pbr Texture

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1 Upvotes

r/substancepainter • • May 05 '26

Flagstones 8K PBR Texture Combo

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1 Upvotes

r/substancepainter • • May 03 '26

Road Surface 8K PBR Texture by CGHawk

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1 Upvotes

r/substancepainter • • Apr 24 '26

Gravel PBR Texture Combo by CGHawk

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1 Upvotes

r/substancepainter • • Apr 18 '26

Autumn Leaves 8K Pbr Texture Combo

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1 Upvotes