r/Substance3D

Image 1 — What's the best way to accentuate the wings' ribs? To make them stand out
Image 2 — What's the best way to accentuate the wings' ribs? To make them stand out

What's the best way to accentuate the wings' ribs? To make them stand out

I want to make the ribs of the wings (and other details) more accentuated so they stand out more at a distance (i.e. to exaggerate them a bit). What's the best way to do that? I'm fairly inexperienced with SP.

u/DoctorFosterGloster — 13 hours ago

Things to improve

I have textured this ship in Substance, and I would like to know which areas to improve to make it look more polished. The render I made is provisional

u/Previous_Ostrich_658 — 14 hours ago

Can you make a hair texture then make it flow a certain direction like this in substance painter or designer?

Wondering if this is possible as i dont like handpainting.

u/Topango_Dev — 1 day ago

Having issues pasting a PNG onto a mesh

I'm sure I'm missing something elementary here. I downloaded this mesh from CGTrader so I'm assuming it's a good one. I've been able to successfully layer a paper texture over a box, put a smart materials layer over it, put a metallic layer over that, mask it, and paint graphics onto it. I was very happy with the result - a graphic that looks like a tuck case for playing cards. However, now I've downloaded a mesh for a playing card, and I want to place PNGs over it, but I can't get it to display at all. I've uploaded a screenshot.

https://preview.redd.it/inb7czx8wd2h1.png?width=2012&format=png&auto=webp&s=b04449f3d24eeaace1a900428bf6838b3e0dc805

reddit.com
u/Targ_Whisperer — 20 hours ago

The lost soldier

Here's my latest personal project I've been working on for quite a while.

The concept : a knight who picked up a strange cursed sword in the forest. While his mind is slowly slipping, the curse is spreading in his arm turning his body into wood.

More on : https://www.artstation.com/artwork/OvneVv?notification_id=8123043252

(No generative AI was used in the making of this project)

Software used : Maya - Arnold, Zbrush, Substance Painter, Nuke

u/Boring-Access9140 — 1 day ago

Artifacts around indents after baking FBX in Substance Painter

Hi all, sorry if I'm missing something obvious/misunderstanding how Substance works, but I've just imported my pc keyboard object that I modelled in Blender into Substance Painter.

When I bake it, there are a lot of weird artifact marks around the edges of a small indent I have modelled into my object. Second image is the object in Blender.

If anybody has any advice on how I can not have these rough edges on the indents I'd greatly appreciate the help.

u/helloiamjack — 1 day ago

Is it possible to make a padding in painter for a texture like this? like i make an alpha out of it and then i get infinite padding? (the mesh is just a big plane)

u/allosson — 1 day ago

2d texture projection is offset and i can't paint on it

i downloaded a porsche cup 3d model online to make a livery mockup but i'm not able to paint on the texture, the 2d view of the model is out of the gray main square, is there a way to fix it like moving the texture model in the square?

reddit.com
u/djred87 — 1 day ago

Someone PLEASE help me Recreate this Highlight Generator

Hey People, i am pretty new to Substance Painter and i REALLY REALLY NEED a Highlight Generator as similart to this as possible, can anyone please help me recreate this?!?!

This is Originally from Art Station https://www.artstation.com/artwork/rJ8n95 and i cant find anything about how this is made...

u/SmolRoachez — 1 day ago

Appreciate some feed back!

Hey all,

New to the subreddit and not too sure why I didn't join earlier, after reading some comments already I've realised I've been taking the wrong approach to models.

Largely do commision work for a private server for donators and stumbled into the role because unlike to paint by numbers.

I'm completely self taught so I know there's things I'll be doing wrong or taking the long way around to fix and adjust so open to critiscm - I'd rather better my self in this craft rather be pig headed and not ask for help! 🍻

A little over sight;

Had to remake the normal from scratch

Majority are custom assets made in Photoshop with exception to the smart layers, they were purchased.

Same with the model just for private use licence to import into a custom game server for players to find at end game.

u/NeonYetii — 1 day ago

Hello! I'm very new to this program (Substance painter) and I'm having a bit of trouble with the paint tool on the mask layer not registering.

the solution is probably something wildly simple, but I still can't seem to figure it out. I'm trying to take the gold material off of the pillow on the model (The gems of the crown too but I haven't gotten that far yet) But for some reason nothing I do is registering? and sometimes what I draw on the pillow shows up on the crown instead.

Even using the polygon fill tool, it still doesn't seem to want to work. I've been following a tutorial given to me by my University, so there may even be an easier way to achieve what I want. If there is then please tell me!

The look I want is for only the crown to be gold, and for the pillow and gems on the crown to be different materials. (fabric and glass)

model was made with Maya 3D if that info is of any use

u/IfImNotDeadImSueing — 1 day ago

💥 Reference gathering seems simple, but it can be the first mistake in your workflow!

And this is the main reason your material feels off.

However, I have an easy system to avoid the issues in this part of your workflow.

Let me show you how it works:

🟢 Choose quality over resolution

You don't want to see every small detail zoomed in; you want to visually recognize what you want to build in your material.

🟢 Choose with intention

Don’t save “anything similar”. Pick images for a reason:
Shape language, edges, breakup, roughness, story, color variation, etc.

🟢 Write down what you need from each image
Literally add a note next to it saying what you will take from this image.

🟢 Pre-plan your workflow before opening Designer
Do a quick checklist of every step you want to take and in what order.

Your references are not decorations.
They’re your roadmap to your final material,

However, this can be really hard to apply in your workflow.
That is why I created Future Material Artists, a Free Discord Community for Material Artists!

📍 We are waiting for you here: https://discord.gg/PpTCFyR6qS

u/Playful_Shirt_1896 — 1 day ago

REDWOOD GAME - INTERVIEW AND BREAKDOWN

Just in case you missed it — my latest interview with 80 Level
is now online.
Read the full interview - link in the comments

I talked about the cinematic opening sequence of Redwood, my narrative-driven mystery thriller developed in Unreal Engine 5, covering:
• cinematic lighting & rendering
• atmosphere and storytelling
• Sequencer workflow
• post-processing and composition
• technical/artistic decisions behind the intro

u/jackfurneri — 2 days ago

Stone Floor Material - Feedback wanted

I've been learning a lot of substance designer lately and feel its finally starting to click.

I made this stone floor material over the weekend and would very much appreciate some feedback and tips on how to push it a little further.

u/Lord_Errington — 3 days ago

Substance Painter bake issue: high/low mesh with _low/_high suffixes not projecting correctly on one star shaped part

I’m having a really frustrating baking issue between Blender and Substance Painter and I’m not sure what else to try.

I have a model made of multiple separate objects. I made a low poly and high poly version and named the pieces using the _low and _high suffix workflow so I could bake by mesh name in Substance Painter. Most of the model seems okay, but one specific star-shaped piece is causing problems.

When I try to bake, parts of the high poly don’t seem to overlap/project correctly onto the low poly. In the bake preview/debug view, areas show up red, like the cage/projection is missing or not covering the mesh properly. I narrowed it down to this star shape by trying to bake it by itself, but even alone, the cage still does not seem to overlap correctly.

Things I’ve already tried:

  • Using _low and _high suffixes with matching names
  • Baking with “match by mesh name”
  • Trying the experimental matching option instead of distance-based
  • Trying to use the low poly as the high poly just to test, but I still get artifacts
  • Checking the UVs: no overlapping faces as far as I can tell
  • Checking face orientation in Blender
  • Recalculating/flipping normals multiple times
  • Reimporting several times
  • Trying to bake this one piece by itself instead of the whole model

The star shape is fairly thin and spiky, with a lot of sharp triangular shapes. I’m wondering if the issue is related to the cage, normals, triangulation, or something.

I attached screenshots of the problem area and the narrowed-down star piece. Any help would be appreciated.

u/khumbuckett — 2 days ago

The Tank Brigade Grenade

A silly little idea that was a real treat to model and then texture! I attempted at integrating some handpainted brushstrokes into the normal map, but the effect wasn't too noticable. Happy with it regardless!

u/Reeebalt — 4 days ago