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

Forest Waypoint in UE4: Creating Stylized Landscape and Materials

Jaume Rovira talked in detail about his stylized environment Forest Waypoint inspired by Hyunsu Cha's art: modeling the castle, texturing with Substance Painter and Designer, creating the landscape in UE4, setting up animated water, and more.

Black Qualls Cave: Making Vegetation in SpeedTree and Substance Tools

Philip Purol discussed his UE4 environment Black Qualls Cave: blockout and organic composition, vegetation workflow, texturing in Substance Designer and Alchemist, lighting, and more.

Working on a Primadonna's Dressing Table with Vintage Props

Amy Gowland discussed her small-scale project Primadonna and talked in detail about the process of texturing 3D assets in Substance Painter.

Bedouin Elf: Working on Realistic Facial Details and Skin

Tomas Sackmann talked in detail about his ultra-realistic cinematic portrait made primarily in ZBrush, Substance Painter, Mari, and V-Ray.

Bench Grinder: Workflow Tips for Hard-Surface Prop Production

Parth Naik shared plenty of details behind his 3D Bench Grinder: from texture padding and baking to working with a highpass filter in Substance Painter, setting up wear and tear, and presentation in Marmoset Toolbag.

Capturing the Beauty of an Autumn Japanese Garden in UE4

Clarence Lowe discussed step-by-step how he created a Japanese scene with Golden Ginkgo trees and breathed life into it with subtle animations of the wind and falling leaves.

Creating a Snowy Landscape in UE4: Terrain and Organic Shaders

Maria Ardinceva prepared a detailed breakdown of her UE4 environment Snowy Ruins: terrain creation and mountains, material setup, vegetation, lighting, and more.

Sculpting and Texturing a Stylized Wooden Room

Anastasia Kasyanik shared a detailed breakdown of her first 3D diorama made in ZBrush, Blender, and Substance Painter.

Modeling and Texturing a Realistic Crocodile in 3D

Francesco Furneri wrote a detailed breakdown of the Crocodile project made in ZBrush, Maya, and Substance Painter, and presented in Marmoset Toolbag.

We need your consent

We use cookies on this website to make your browsing experience better. By using the site you agree to our use of cookies.Learn more