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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

Working on Modular Train Car Interior in UE4

Justin Mayle talked about his approach to creating a modular 3D environment 1900's Train Car made during one of the courses at CGMA.

Quantum Garage: Environment Production in UE4 and Blender

Alex Hallenbeck talked about his approach to the project Quantum Garage and shared a few helpful tools and tips for modeling in Blender, UVing, texturing, and lighting.

Abandoned Mansion Hall: Layout, Materials, Lighting

Adam Sharp did a breakdown of his UE4 environment Abandoned Mansion Hall: approach to initial modeling, materials in Substance Designer, and lighting.

Stylized Prop Art: Modeling and Retopology in Maya

Harley Gresham talked about the production of a stylized Chieftain's Axe prop modeled in Maya and ZBrush, textured in Substance Painter, and rendered in Marmoset Toolbag.

Number 14: Hard-Surface Character Production Guide

Krissana Kochsila did a detailed breakdown of his hard-surface character, Number 14, discussed the inspiration and the background story of the character, shared his approach to modeling, texturing, and clothes creating, and gave some advice for character artists.

Gumroad Digest: Organic Environment Production

Check out 4 packs for the organic environment production!

Splatter Filter for Substance Alchemist

Check out a useful goodie for Substance Alchemist.

Stylized Character Art: Sculpting Tips for Beginners

Lance Lai briefly talked about his stylized character art workflow: sculpting in ZBrush and texturing in Substance Painter and Photoshop.

KukerMat: Interpreting a Bulgarian Costume in Substance Painter

Nikolay Marinov did a breakdown of his MeetMat 2 entry KukerMat that won the first place in the student category.

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