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We are the makers of Substance. Our mission? To make the best tools for 3D texturing and material creation, and to put them into the hands of artists and creatives worldwide.

All the tools you need to texture your 3D assets in one application. Unleash your creativity with a powerful and non-destructive workflow. Substance Painter contains Smart Materials, Smart Masks, and integrated 8K bakers, as well as a WYSIWYG PBR real-time viewport.

Substance Designer

Create any kind of material from fully procedural to scan-based hybrids, complete with presets, using industry-standard software for material authoring. Produce tileable textures up to 8K using a non-destructive workflow, process real-world scans, and export to any DCC tool, game engine, or renderer.

Substance Source

Browse and download over 1500 fully customizable, professional-level assets for any kind of project. Materials include presets for faster iteration and .sbs source files for maximum customization and learning.

Project Substance Alchemist

Procedural, capture-based, AI-based, and manual material creation come together. Create, customize, and manage entire libraries and export them anywhere.

Substance Integrations

Bring Substance into your workflow with light, easily tweakable, and dynamic texture files that allow for runtime modification thanks to custom-built integrations. The Substance format is readable in every tool of your 3D creation workflow.

SubstanceRecent articles

Making a Stylized Abandoned Scene in UE4

Zurab Barisashvili talked about creating a stylized scene with an abandoned building and dense vegetation in Maya, Substance, and Unreal Engine 4.

Making a 3D Anime Girl in ZBrush & Substance Painter

Antonella Amodio talked about creating an anime girl in 3D for the Art Heroes academy.

Wayside: Making a Country Store in Substance & UE4

Preston McClary discussed the Wayside project and shared technical details behind production.

Making a Japanese-Sci-Fi Material in Substance Designer

Xiaopeng Shen showed us how to create a material that combines themes of sci-fi and traditional Japanese architecture.

Making a Pistol Prop in ZBrush & Substance

Johan Lind shared a breakdown of the Short Power project, discussed working on details, and talked about setting up the light.

Creating a Realistic Captain in ZBrush & Marvelous Designer

Character Artist Josh Wallace talked about designing Captain Jacq Lock and shared a lot of WiP photos.

Vault: Making a Medieval-Style Level in UE4

María Martínez talked about creating medieval-style abandoned ruins, shared the workflow, and discussed asset-creation in ZBrush and 3ds Max.

Making a Beautiful Pond in ZBrush & UE4

Inka Sipola showed us how to create a detailed pond and shared advice on water shaders.

Creating Weapons for Cyberpunk 2077

Csaba Szilagyi talked about creating weapons and vehicles for Cyberpunk 2077, discussed the workflow, and shared a piece of advice with aspiring Props Artists.

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