Design the future of fashion, win Firefly Pro 👗✨
Connect, learn, and get help texturing your 3D assets.
Recently active
We're excited to announce the Shattered World Signature Collection, the latest addition to Substance 3D Assets — fifteen dark fantasy materials created by Senior Technical Artist Kai Mergener, all built in Substance 3D Designer. Each material is designed to function as a hero asset straight out of the box, with a focus on atmosphere, technical depth, and versatility across different scales and environments.Kai has also just given an in-depth interview to 80 Level, covering the creative and technical process behind the collection, from the Dark Souls-inspired aesthetic that shaped its direction, to his unconventional use of Designer's SDF nodes, to the personal significance this project holds for him as a material artist.
Hello! I am trying to Run Adobe Substance Painter 2025 on my Macbook, through Steam. I have tried everything to make it work yet it continues to crash on the startup. I have submitted a Log.TXT to see if it can be diagnosed. System Specs:
Can someone give me some tips and suggestions for creating these exhaust streaks? I’ve tried several different brushes, so far nothing I’ve tried looks decent.
Hello to all,I have a problem exporting a texture from Substance 3D Painter into Unity URP.I have done all according to the explanations I have found.But from this in Substance 3D Painter:I get this in Unity:I have a few layers on top of each other:The settings I have used for export are like this:In Unity I have created a new material and applied the textures that where exported: Maybe anybody can help me?
I have a problem where I put my texture into roblox studio so it can add it into my mesh but for some reason it gives me errors. Does anyone know how to fix it? plz help
Version: Substance 3D Painter 12.1.2 (build 5641, Windows, Vulkan)OS: Windows 11Steps to reproduceCreate a new project with Color management set to "Adobe ACE - ICC". Save the project. Close Painter with the project still open.ResultPainter crashes during shutdown and the crash report window appears. It happens on every exit. It does not happen when no project is open, or when the project uses Legacy color management. Reproduced with all third-party plugins disabled.Crash detailsAccess violation (0xC0000005) reading freed memory in ACE.dll+0x24715, on the main thread, while the main window is being destroyed:main> Alg::S4GuiApplication_ destructor> Alg::S4MainWindow destructor> Alg::MainWidget destructor> ... (PaintEditorToolBar children)> Alg::ToolBarSourceColorPickerView destructor> Alg::GrayScaleButton destructor> Alg::ColorManagement::ACEColorSpaceTransform destructor> ACE.dll (transform unreference) <- crashThe ACEColorSpaceTransform held by the toolbar
Problem with baking rounded objects (but this apply to many other cases).Example with this Cactus Sculpt. Here is one layer of the upper flower _high, viewed from side and from above: Automatic cage (experimental), works amazingly well for tons of complex objects, but not for some simple ones like the example above. If I bake with Cage type set to: Automatic (experimental), it feels like the Max rear distance is infinite and catches anything behind faces. If I bake the more traditional way with a hand-made cage mesh, or with the basic Distance-based Cage type, it works perfectly fine: So basically, there’s an issue with Automatic (experimental) Cage type. The automatically calculated “Max rear distance” cannot be controlled by the user, and the one that’s calculated automatically seems to go indefinitely, baking everything on the opposite side of my polygons normals direction.Of course there are tons of workarounds. But it just doesn’t feel right. Esepcially given how much of a revolut
I want to export a base color with transparency.When I select RGB in the output template settings and drag and drop Opacity to export, I get an error.I would like to know how to export a texture with a transparent background.Thank you in advance.
Tested this on a dummy file and i'm getting the same issues, images attached below. So I just built a new PC and started working in substance again only to realize some of my bakes are completely broken. AO in particular has these weird artifacts appearing all over the model. The model and UVs are fine and my GPU drivers are updated to latest. At my wits end trying to fix this. PC spec is 7600x3d and 7900xtx with 32 gigs of ram. Windows 11. I'm using Substance Painter 2022 Steam Edition.
If I press the Tab key, it’ll hide the UI like it should, but if I press it again, the program crashes. It happens in every 12. version, pls fix
Since 12.1 (this is 12.1.1) the VRAM usage of Substance Painter is crazy. There's another bug report about performance issues but for me it wasn't clear if it's VRAM related.What happens:While working on a very small scene which only uses like 3GB of VRAM it skyrockets to the max in the matter of minutes while working on it.This is 100% a memory leak and happens as well with version 12.1.1My system is nothing special, Win 11, 64GB, i9-9900K but what makes it a bit more special is the fact I have 2 GPUs, a 3090 and 4090 both with 24GB VRAM.I tried to force using the 3090 using the options inside Windows Display > Graphics options but that doesn't help, it only switches the issue to the 3090. I'm currently at the Nvidia 610.62 Studio Drivers.If I quit Substance Painter while it hugs the 24GB it will roughly empty 12GB and after like a minute it gives me back another 10GB of VRAM.It also doesn't really matter what I do, the screenshot attached is a storyboard where I only hide/unhide m
Is there a way to add an alpha color or an eraser to polygon fill, so we can erase using polygon fill? That will come in handy when we are filling without using in mask. Sometimes less mask has better performance, so for some small things I wouldn't bother to use it.
1. Add options for different resolutions for specific textures.2. Allow for custom sufix/prefix withouth having to create new output template. Our game engine uses additional maps to run sheen/sss ect. We have set up the custom user channels to paint these maps.However, to save memory, we dont need these maps exported out at the same resolution as the base maps.It would be nice to be able to specify a different export resolution per texture the same way you can specify a file type and bit depth. Also having options of 1/2, 1/4 or Double the texture set size as well as specific resolutions might help too.Being able to add a prefix or sufix without having to make a new output template or changing the material name or manually changing the file name would be helpful when making variations. If we exported our textures but also wanted a clean version without the dirt for example we could just add a simple _clean prefix without having to search through an extensive list of o
Currently, all imported resources are embedded in the project files.In many cases, artists may use the same images/textures across multiple project files. As a result, these resources are unnecessarily stored in each project file, taking up a lot of space and making the project files larger. Using linked resources would prevent this duplication.At the very least, having an option that allows users to choose how they want to store their resources would be very welcome.Each option has its own use case. This is why this should available for users.
1.Open new project2. switch shader to pbr-material-layering or pbr-material-layering-10-mats3. assign all materials to any material that has distinct normal map(e.g. Stylized Wood Bark)4. Normal map is visibly blank/totally flat - buginterestingly enough, while no materials in the basic library work, some materials from substance 3d assets do work, this one for example :https://substance3d.adobe.com/assets/collections/1b1c286f3c9fd90f5aaca37388d9c7371c4d0753/asset/4186eaeaf99dc95f06c4cc2e164ce0fb5d3c3150
The Steam perpetual version of Substance 3D Painter 2026 has significant lag and stuttering every few seconds. I saw patch notes claiming this has been fixed, but it has not been fixed on the Steam version it seems.Specs:OS: Windows 11GPU: NVidia RTX 5090CPU: Intel Core Ultra 9 285KRAM: 64GB DDR5Storage: 2TB+ NvMEThings I’ve Tried:ReinstalledClose Logitech lamp array servicesRestart PCForce Substance to use dedicated GPUAny way that Adobe could look into this issue would be great. It’s negatively impacting my ability to work.
Even if I change the autosave settings such as the 'autosave interval' and press save, the settings revert to the default when I restart the application.Please make the autosave settings remain as configured even after restarting.
Sub Surface Scattering isn’t rendering properly for me. I have tried almost everything from changing the shader to remaking the entire model Weirdly brightens up the model when I turn on SSSRenders fine without SSS. As you can see, it weirdly brightens up the model. It’s renders fine without SSS. I just can’t figure out how to render out the SSS. I have baked a thickness map and inverted that map for the SSS and it should render out without any problems. Any Help will Really be appreciated.
Hello everyone,Thanks to your reports, we unfortunately confirm our latest release (12.1.3) has an encoding issue with Windows, resulting with random crashes.Hopefully, we’ve already localized the problem and are actively working on a solution that should be released fairly quickly.That said, if you can’t afford to wait for the bugfix, you can also rollback to a previous Painter version.Creative Cloud: 3 Dots next to Painter’s app / Other versionCCD rollbackSteam: RMB on the app / Properties / Game Versions & Betas We apologize for the inconvenience. Steam rollback We apologize for the inconvenience.
I would like to propose an editable 2D grid warp workflow for Substance 3D Painter, and request a supported public API for integrating tools like this into Painter’s native 2D viewport.I have developed a working plugin called 2D Warp Grid. It lets artists reshape projected logos, decals and other layer content in UV space without changing the mesh UVs. A typical use case is correcting the shape of a logo on a curved surface after it has already been placed.Video demonstration:Watch the 2D Warp Grid demonstration on Google Drive (no sign-in required).Current plugin capabilitiesGlobal: a grid over the full 0–1 UV area. Local: a rectangular grid fitted around the layer content. Custom: draw a rectangular area directly in the 2D editor. Independent row and column resolution, up to 10 × 10 control points, with Smooth and Linear interpolation. Move individual points, or select multiple points with Shift and move them together. Move, rotate and uniformly scale the whole grid in Local and Cust
When painting multiple strokes on the same layer, the Normal channel blends strokes in an additive/accumulative way by default. There is no brush/stroke-level option to make a new stroke replace or overwrite the previous stroke’s normal information. To achieve an overwrite result, I have to either change the layer blending mode or create a new layer for every stroke. Creating many layers hurts performance and makes the project messy; changing the layer blending mode affects the whole layer and does not solve per-stroke behavior.
Environment: Substance 3D Painter 12.1.3, Windows 11 22631, RTX 5080 (NVIDIA 610.62 / 610.74 / 616.56 — identical on all three), Wacom Cintiq 22 as primary display, Windows Ink enabled per Adobe's pen guide. Reproduces since 12.1.0.Symptom: during a normal painting session the viewport stops updating permanently. Menus, panels and the layer stack keep working; Windows never flags the app as unresponsive. F, view toggles, resize, dock re-attach, minimize/restore do not recover it. Only a restart does.Conditions (several dozen occurrences over two months):- Only while using the pen. Never with the mouse — zero occurrences in mouse-only sessions.- Almost always during camera navigation (Alt+drag), not during strokes.- Often preceded by a sudden camera jump. Worse after Alt+Tab and back.Evidence collected on one instrumented occurrence (2026-09-07 20:10):- Minidumps (6 total): the "SAL Render Thread" is parked in std::condition_variable wait (ntdll!NtWaitForAlertByThreadId → RtlSleepCondit
Please continue investing in and expanding native Linux support for Substance 3D Painter.Linux is already widely used in professional 3D, VFX, game development, and content-creation pipelines. Many artists use tools such as Blender and Unreal Engine on Linux, yet having reliable access to Painter across the same workflow remains important.A well-supported Linux version would allow artists to work on their preferred platform without requiring dual-booting, a separate Windows machine, or compatibility workarounds. It would also strengthen the Substance ecosystem among studios, independent artists, and Linux-based production environments.Please treat Linux as a first-class, long-term platform for Substance 3D Painter, with maintained builds, modern GPU support, and feature parity with Windows and macOS.
Remix with Firefly Community Gallery
Thousands of free creations to fall in love with and remix in Firefly.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.