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

Session: Fabric Creation & Fashion Inspiration in Substance Designer

Don't miss the next Substance session with Pauline Boiteux on December 3rd. 

The Flare Pistol: Texturing and Lighting a 3D Weapon

David Woodman discussed in detail how he textured his Flare Pistol in Substance Painter and presented it in Marmoset Toolbag 3.

Creating an Old British Building Facade in Substance Designer

Lars Bouaraba shared the workflow for his latest procedural material Old British Building Facade: generating bricks, window arches and windows with the dirt effect, elevated elements, and more.

Building a Victorian Manor: Modular Elements, Texel Density, Lighting

Maxime Renault did a breakdown of his UE4 project Victorian Manor: importing models into the engine, creating paintings, assembling the scene, setting up lighting, and more.

The Noctambulant: Exploring Art-Deco in Environment Art

Josh Haun shared the process of designing and creating a vintage drive-in restaurant made in Blender, Fusion 360, ZBrush, and Substance Painter.

Recreating American McGee's Alice in ZBrush

David Zavala talked about Alice: Madness Returns fanart project made in ZBrush and Substance Painter and presented in Marmoset Toolbag.

Pauline Boiteux on Creating Traditional Fabrics in Substance Designer

Texturing and lighting artist Pauline Boiteux shared the details of creating fabrics in Substance Designer inspired by traditional textiles around the world. 

A Cycle of Violence: Composition and Mood in an Organic Environment

Daniel Hinckley talked about his education, work with vegetation and references for vegetation, and the process of creating A Cycle of Violence, a UE4 scene inspired by The Last of Us: Part 2.

Cuban Kitchen: Making Props and Set Dressing a Scene with a Story

The team of 6 artists – Luís Mesquita, Kevin Buck, Lloyd James, Gordon Neill, Tim Groß, and Abdullahi, – talked about their mutual project Cuban Kitchen made during one of the Beyond Extent Team Challenges.

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