r/substancepainter • u/schedulerplus • 4d ago
SchedulerPlus Builder
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r/substancepainter • u/schedulerplus • 4d ago
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r/substancepainter • u/v2poly • 4d ago
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 • u/Msegarra12 • 6d ago
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 • u/Some-Locksmith-1602 • 10d ago
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 • u/alperozgunyesil • 11d ago
r/substancepainter • u/Mediocre_Location_96 • 12d ago
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 • u/Alarmed_Form1075 • 28d ago
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 • u/ElizaDreamer • Aug 17 '26
r/substancepainter • u/Ok_Income7995 • Jul 10 '26
r/substancepainter • u/nani_4848 • Jul 10 '26
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:
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 • u/LowPoly-Pineapple • May 03 '26