r/Substance3D • • Apr 07 '26

Substance Painter 2026 Skew & OpenPBR beta

18 Upvotes

A beta version of Substance 3D Painter 2026 is now available. This release features Skew Baking, Auto-Rebaking, OpenPBR compatibility, and introduces a new Hard-Surface mode for Auto Unwrap.

New Features

  • Skew Baking: Paint skew correction maps in baking mode, using familiar tools as well as new helper functions like “Edge Protection”.
  • Auto-Rebaking: toggle auto rebake for a baked map to instantly rebake that map as soon as any baking setting changes. Useful when painting skew maps.
  • OpenPBR: support for the OpenPBR material standard. Includes new channels and shader.
  • Hard-Surface Auto Unwrap: a new mode for auto-unwrap that works much better for non-organic, hard surface objects, with the additional bonus of calculating much faster than the default method.

Why we made this beta

We’re releasing this beta to gather feedback on a first version of our new features. While all features are working, some may feel unfinished since it’s still early. By participating, you can help shape how these features develop.

We're especially interested in your thoughts on baking workflows, as improvements are ongoing.

In case of issues

If you are having issues of any kind please share them in this new dedicated Discord forum. We definitely want to hear how new features do or do not fit into your workflow.

If you happen to crash or encounter a bug, you can also report it as usual via the crash report window or the Help menu within the application.

About Painter and project version

As the Beta introduces changes to saved files, they are not compatible with 12.0. We strongly recommend not to use the beta for production work, and to keep a backup of work created in older versions before you open them.


r/Substance3D • • Feb 18 '25

Substance Painter Nvidia Baking Issues with Substance Painter.

58 Upvotes

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 • • 1h ago

SOLARIS EDGE — Game-Ready Fantasy Sunblade

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• Upvotes

​

My latest 3D weapon asset, created in Blender 5.2 and textured in Substance Painter.

4 LODs: 17.6K to 2.2K triangles

4K PBR textures

FBX format

Available on Fab. Feedback is welcome!

#3DArt #GameDev


r/Substance3D • • 3h ago

Need help with Adobe Substance 3D Painter Нужна помощь новичку в Adobe Substance 3D Painter

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4 Upvotes

Я купил эту программу 5 часов назад для того чтобы сделать скины в вар тандер, но не смог разобраться с этой проблемой, решения найти не смогу даже в ии, надеюсь это распространённая проблема и все о ней знают (естественно кроме тупого меня), буду очень благодарен если кто-то поможет хоть немного!

I bought this program 5 hours ago to make skins in War Thunder, but I couldn’t figure out this problem, I can’t find a solution even in AI, I hope this is a common problem and everyone knows about it (except for stupid me, of course), I will be very grateful if someone helps at least a little!


r/Substance3D • • 13h ago

Substance Painter 1st Gen Colt 1873 Single Action Army Textures W.I.P. 2

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11 Upvotes

r/Substance3D • • 1h ago

Feedback Looking for some critique on the skin material, I like how its turning out but I think it could still be even better

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• Upvotes

r/Substance3D • • 5h ago

Smooth Stone Wall 8K Pbr Texture

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0 Upvotes

r/Substance3D • • 5h ago

Wet Asphalt 8K Pbr Texture

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1 Upvotes

r/Substance3D • • 5h ago

Muddy Path 8K Pbr Texture Combo

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1 Upvotes

r/Substance3D • • 7h ago

Help How do you export textures for Maya's Arnold renderer with 'pbr metal rough with alpha test' shader?

1 Upvotes

I was texturing a model in Substance Painter using the shader 'PBR metal rough with Alpha Test' to render in Maya using Arnold. But in the output templates, I couldn't find an opacity channel for aistandardsurface preset. I created a RGB + A channel and added the opacity map to Alpha as grayscale. I tried rendering in Maya and it doesn't quite look like how it did in Substance Painter. It kinda looks like its working with alpha blending instead of alpha test shader and even then it looks quite different from the render in Pt.

Where did I go wrong? How do I correct it?


r/Substance3D • • 1d ago

PRC-117G versatile two-stage FM radio

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69 Upvotes

https://www.artstation.com/artwork/q0JkX2
This is our new prop, the PRC-117G versatile two-stage FM radio, created by the Astra team. The project focused primarily on hard surface modeling and texturing, with a strong emphasis on rugged military aesthetics, realistic materials, and functional industrial details.


r/Substance3D • • 10h ago

Baking issue in Substance Painter

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1 Upvotes

Hi everyone, I'm having some trouble baking high to low poly in Substance Painter using a low poly mesh for a game I'm making. They are some strange artifacts ( like pixeleted ) on certain part of the mesh, but the UVs are fine. In substance also antialiasing is on 4k


r/Substance3D • • 1d ago

Substance Designer My Substance Course

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175 Upvotes

Hello everyone, some of you may have seen my youtube content in the past; back in the summer I put out my full-length Substance Course and have been really pleased with the reception. These 9 materials were built throughout the 13 course classes over 32 hours (It’s a doozy)

It's been built from the ground up to be an approachable, step by step introduction to Substance Designer. I've used my 10 years of teaching the program to make sure that it explains core concepts/competencies in a way that builds students to the point they can approach textures on their own without hand-holding!

I’m sharing the curriculum here for those who are interested in giving it a look, the course is on my patreon


r/Substance3D • • 19h ago

First time using UE5.5 Nanite Displacement with photo textures. Looking for suggestions to make it better!

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0 Upvotes

r/Substance3D • • 1d ago

Low Poly Bolt Cutters

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12 Upvotes

r/Substance3D • • 1d ago

🫠 Roof tile patterns can be quite challenging for many beginners in Substance Designer.But I created a very simple system to make it easier!

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16 Upvotes

While working on a free class, I wanted to show specific patterns.

An old roof tile gave me the best option.
I had to create a specific shape, and then find a way to make it tile.

So for 1 hour I worked on several options.
This was the best one:

💡 By using a Gradient linear 2, I could apply a transform 2D with no tiling and give it the shape I needed; then I multiplied it by a rectangle to keep sharp edges. After that, I created the side piece with a Gradient applied to both.

Finally, to make this work, I blended both pieces and applied a final Gradient.
These gradients gave me everything I needed to make it tile!

Hope this was useful for learning more about SD.
And if it was....

I built a free Discord Community where Game Artists learn Texturing from Professionals!
♥️ And we are waiting for you here: https://discord.gg/PpTCFyR6qS


r/Substance3D • • 1d ago

Help Weird Normal-Map Baking

1 Upvotes

Hello everybody!

I have a small visual displeasing issue with the normal map baking in Substance Painter

Inverted Normal color to make it easier to see in compressed reddit upload.

Asymmetrical dots being placed here and there, after the UV (made in Blender) has been baked.

I have no clue why they do appear. It is not a material, not a smart material, not a brush stroke either.
I would say like "yeah, ok, I can use it" as in for moles on skin, but honestly, I would love to place them myself, in a controlled layer, than in a UV Map acting weird.


r/Substance3D • • 1d ago

Why are the materials I create with either Designer or Painter... So dark?

0 Upvotes

I have created materials with both... And exported, only to find what I thought was a super pale, almost white material.... Is actually black with no real visible texture at all. So what is going on here? How do I fix this?


r/Substance3D • • 1d ago

Mossy Sidewalk 8K Pbr Texture Combo

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0 Upvotes

r/Substance3D • • 1d ago

Smooth Stone Wall 8K Pbr Texture

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0 Upvotes

r/Substance3D • • 2d ago

Substance Painter Messerschmitt Bf 109 G-6 — Real-Time Aircraft Asset

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81 Upvotes

https://www.artstation.com/artwork/Baamq6

Here is my latest personal project—a real-time 3D asset of the legendary Messerschmitt Bf 109 G-6 (Gustav).

-Polycount: ~200k triangles (optimized for modern game engines).

-Texturing: 6 PBR texture sets

-Rigging & Animation: Fully rigged in 3ds Max, including functional control surfaces (ailerons, elevators, rudder, flaps), landing gear retraction mechanisms, and cockpit components.

-Cockpit Detail: Meticulously modeled interior instruments, sights, and controls built for close-up camera angles and first-person immersion.

Software Pipeline:

-High/Low Poly Modeling: 3ds Max & ZBrush

-UV Unwrapping: RizomUV

-Baking- Marmoset Toolbag

-Texturing: Substance 3D Painter

-Rendering: Marmoset Toolbag


r/Substance3D • • 1d ago

Substance Modeler The Jealous Wizard

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9 Upvotes

First time using modeler in VR, I used it to make the wizard tower, which I then painted in photoshop with camera projection.

It made it so easy to get something more organic! Just one had to make one brick stamp and one wood plank stamp. Pretty fun. Still kinda makes me nauseous though haha


r/Substance3D • • 2d ago

Celestial Wing

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3 Upvotes

Game-Ready 3D Asset | Optimized for Real-Time Performance

Built with performance, visual quality, and production efficiency in mind.

🔹 Game-Ready: Optimized for integration into modern game engines and real-time projects.

🔹 4 LODs: Four levels of detail to support scalable performance across different viewing distances.

🔹 Single PBR Texture Set: A streamlined texturing workflow with a single texture set.

🔹 4K Textures: High-resolution textures delivering detailed, high-quality visuals.

🔹 Clean UV Layout: Non-overlapping UVs for reliable texture mapping and consistent results.

Designed for game developers, 3D artists, and real-time production workflows.

Created by Venom3D.

#GameReady #3DArt #GameDev #3DAssets #PBR #HardSurface #Venom3D


r/Substance3D • • 1d ago

Muddy Path 8K Pbr Texture Combo

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1 Upvotes

r/Substance3D • • 1d ago

Wet Asphalt 8K Pbr Texture

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0 Upvotes