Official website

www.allegorithmic.com
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

Modeling and Texturing an Old CRT TV Prop

Hansel Febrianto did a breakdown of his realistic retro TV made in Maya and Substance Painter.

Escape: Texturing and Lighting a Sci-Fi Scene

Yuzhi Zhu briefly talked about the texturing and lighting workflows in his UE4 scene Escape.

Polaris MRZR D4: Military Vehicle Production

Sergejs Karpovs talked about the production of his 3D vehicle project Polaris MRZR D4: modeling in 3ds Max and ZBrush, texturing with Substance tools, cloth simulation in Marvelous Designer, detailing, and more.

Weapon Art: Plasma AKM Production Breakdown

Ilya Vasilenko shared the production details of his gun, Plasma AKM, made for a VR game, discussed his modeling and retopology workflows, and mentioned a few useful tutorials. 

The Last of Us Fan Art: Ellie's Portrait

Massimiliano Bianchini shared the production details of Ellie's portrait, a tribute to The Last of Us Part II: sculpting in ZBrush, skin texturing, grooming, and more.

Soviet Hospital: Modeling and Texturing Workflows

Rafał Pyra talked about the production of his nostalgic UE4 environment inspired by old hospitals in socialist Poland: modeling in Blender, texturing in Substance Painter and Designer, and more.

Working on a Modular Lighthouse Environment in UE4

Craig Richards did a detailed breakdown of his latest UE4 scene The Lighthouse inspired by Dear Esther: modeling in 3ds Max, texturing workflow in Substance Suite, work with Megascans, and more.

Kaer Morhen: Trim Sheets & Interior Lighting in UE4

Federico Andolfo shared a breakdown of Kaer Morhen, a location from The Witcher 3 recreated in UE4: blockout, trim sheets, lighting, post process, and more.

The Drunk Lake Inn: Stylized Environment Breakdown

Ivan Blinov did a breakdown of his stylized project The Drunk Lake Inn modeled in Maya, textured in Substance Painter, and rendered in UE4.

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Substance