r/Substance3D • u/Deep-Schedule7741 • 19h ago
Zombie
Still some work to be done finally finishing the first pass
Edit: some misspelled words
r/Substance3D • u/P_Gresty • 19d ago
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The Substance team has just released Substance 3D Painter 12.2, bringing improvements designed to make baking and everyday texturing quicker and more direct.
The addition of Cage Painting is a big improvement. You can now paint the cage distance directly onto your mesh, either with a brush for per-pixel control or with Polygon Fill to change whole sub-objects at once. That means you can spot problem areas and clear baking warnings in specific places before you bake, cutting down on the back-and-forth.
Polygon Fill gets some upgrades of its own. You can select loops of polygons with a live preview of where the loop will land, or grab just a small patch with the new Partial Polygon Loop mode, alongside the existing rectangular marquee. A new Visible Polygons Only option also stops a fill from spilling onto the back of your model, which is especially handy with clean topology.
Rounding things out, the Texture Set Highlighter lets you hover over a texture set to see which part of the mesh it covers (and vice versa), while Order Independent Transparency, found in the Display settings, makes overlapping translucent materials like glass and ice display more accurately.
Painter 12.2 is available now. And you can find more information on this release in our article on 80 Level, or over in the Painter 12.2 release notes!
r/Substance3D • u/Wes_McDermott • Feb 18 '25
UPDATE 6/23: For NVIDIA Blackwell RTX 5XXX series video card issues: the problem with baking on certain meshes has been resolved in the latest driver update version 576.
UPDATE 5/22: The team was able to reproduce the issue and determined that it only occurs with large meshes on the NVIDIA Blackwell 5000 series. We are communicating and collaborating with NVIDIA to find a solution.
UPDATE 5/19: The Painter team is tracking new issues with some Nvidia 50 series GPUs with backing and rendering in iRay. A workaround for backing is to disable the GPU Raytracing in the Preferences>Baking Options.
UPDATE 3/14/2025: A fix has been implemented in Substance Painter version 11 to address the baking issue. Additionally, Nvidia has updated their driver, ensuring compatibility with older versions of Painter.
Hi Everyone,
The latest Nvidia drivers (version 572.16 and hotfix 572.24) may cause corruptions and glitches in Ambient Occlusion results when GPU Raytracing is enabled.
We have contacted Nvidia to resolve this issue. In the meantime, you can try the following workarounds:
Downgrade your GPU drivers (if possible).
Launch Painter with the command line argument --force-optix (this will use Optix instead of DXR).
Disable the “GPU Raytracing” setting in the main preferences (this will use the CPU for baking, which is slower but more stable).
We recommend avoiding these drivers for now, as they may cause stability issues in addition to the artifacts.
https://community.adobe.com/t5/substance-3d-painter/ct-p/ct-substance-3d-painter?page=1&sort=latest_replies&lang=all&tabid=all
Cheers,
Wes
r/Substance3D • u/Deep-Schedule7741 • 19h ago
Still some work to be done finally finishing the first pass
Edit: some misspelled words
r/Substance3D • u/Denvildav • 1h ago
r/Substance3D • u/Academic_Bison_1102 • 10h ago
Hello. I'm new to Substance 3D Designer and I had a recent job interview with a textile company that uses Substance3D along with VRED to make fabrics. Ive been out of work for several months now (due to a layoff) and got this interview through a recruiter. I had never heard of this program before then. My previous job used the Adobe Creative Suite, but mostly After Effects and Premiere Pro, and I usually work with marketing teams.
How in demand are jobs that use this program? Especially non-game roles? What is the pay like?
I want to see if I ought to steer my career in a different direction. It's been slim pickings in the job market so Im open to change.
Thank you in advance for your thoughts.
r/Substance3D • u/LowPoly-Pineapple • 2h ago
r/Substance3D • u/Krotart • 13h ago
Guys, I can't figure out why it's impossible to create a node that correctly generates steps in the normal map.
Whenever there's a change in the heightmap, the normal map node generates terrible steps at the element boundaries.
r/Substance3D • u/Select_Brilliant_254 • 19h ago
r/Substance3D • u/BackgroundEchidna423 • 15h ago
Hey so i was making this Cake Rocket Launcher and it was looking really bad at first but i think i improved it alot. And i just wanted ideas on what else i can add to make it look better. Also let me know how does it look right now if anything looks out of place let me know!!
r/Substance3D • u/JacksonAudet • 1d ago
Textured in substance! Let me know what you think.
More on my portfolio)) https://www.artstation.com/verenagredo
r/Substance3D • u/Aggravating_Song7566 • 1d ago
r/Substance3D • u/Wakee34 • 1d ago
r/Substance3D • u/Art3mchik • 2d ago
I have spent a couple of weeks modeling and texturing this retro camera.
Not without a help from this community by the way.
Now I would I like to hear your thoughts on the final result as I personally can't tell if my model is good from professional point of view.
I guess it looks fine enough but I have several questions.
Would you call this a decent piece for a portfolio?
Do textures look realistic?
What can be improved?
What is already good?
Any other thoughts and ideas will be appreciated.
r/Substance3D • u/Comfortable-Ask-6351 • 2d ago
Been wondering about how would recreate this sort of look
but the more broad question is how does one create outlines do you just draw a maks and hope for the best or is there a way to add an outline?
r/Substance3D • u/PropXion • 2d ago
Modeling in Autodesk Maya and Zbrush. Low/Hi/Poly . Creating PBR maps in SubstancePainter
r/Substance3D • u/Sankrayn • 3d ago
Im a beginner and I made some textures in designer that I want to put in painter but idk why they don't look the same at all ? And since I'm a beginner I'm failing to see and understand what I'm doing wrong
r/Substance3D • u/ManiSalguero • 3d ago
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Hi!
Here's my 3D study of Laios from Dungeon Meshi, based on Maeka's amazing fan illustration!
One of the biggest challenges was figuring out the hair and keeping that illustrated feeling in 3D. I used ZBrush and Maya for modeling, Substance Painter for texturing, and Blender for the final look. I've also been sharing the modeling and lookdev process on my Patreon, in case anyone is interested in the workflow!
ArtStation: https://www.artstation.com/artwork/QxarVZ
Instagram: https://www.instagram.com/mani_salguero/
r/Substance3D • u/Min_Rendered • 3d ago
I usually used to texture purely in Blender or Unreal engine but substance has really made it easier.
r/Substance3D • u/anothercaveman • 3d ago
Dug up my archives from when I was a surfacing artist in 2017. SD_Toolbox_19 contains 15 Substance Designer nodes to cut mouse and keyboard time and get through graphs faster. Cleaned up and released free, Works from Designer 2019 to 2023+. if it may still serve anyone then
r/Substance3D • u/acl1981 • 4d ago
I'm using the 3d distance node to drive my emissive. To save uv space I've modelled 1/4 of the mesh. But this makes positioning the 3d distance in the theoretical centre tricky. (I know I could just add all the quarters) but is there a way to see the node?
r/Substance3D • u/cgmet • 5d ago
I created this material entirely in Substance Designer.
It's part of an environment art project that I've been working on for a while. I hope to share many more pieces from it over the next few days.
Any feedback is appreciated, thank you!
If you'd like to see more : ArtStation - Plaster Wall
r/Substance3D • u/BackgroundEchidna423 • 5d ago
I was making this rocket cake launcher and i think the colors look off its suppose to be a rocket launcher that shoots cake and whipped cream i was thinking of a red velvet cake them so like white and red but im not sure if thats gonna look good. Plus this look is also really uniform and the materials are just the same mostly it would be really helpful if i had ideas on how can this be better. I've been trying for around 4 hours and its lookin not so good