The Blender & Substance Texturing Workflow
Substance Painter and Substance Designer are excellent programs that are specifically made for texturing. Designer allows you to build complex procedural materials, and Painter allows you to apply those materials to your mesh using brushes, masks, and even particle simulations. In this course, I’ll walk you through the workflow of how to best use them alongside Blender.
Watch this to see what the course is all about!
From Blender to Substance Painter
Learn how to configure your materials, textures, and objects in Blender in order to create a smooth transition to and from Substance Painter.
From Substance Painter to Blender
Exporting textures from Substance Painter using a custom Blender configuration, and how to easily use those textures in Cycles for rendering.
The Industry Standard for Texturing
Substance Painter and Substance Designer are excellent programs that are specifically made for texturing. Designer allows you to build complex procedural materials, and Painter allows you to apply those materials to your mesh using brushes, masks, and even particle simulations.
They are both great tools to use alongside Blender, whether you’re making assets for games, animations, or visual effects.
Allegorithmic has a lot of videos showing you how to use their products, so in this course I’m not going to be teaching how to use these programs specifically. Instead, I’ll walk you through the workflow of how to best use them alongside Blender. I’ll go over the difference between materials and texture sets, how to edit the UV’s of multiple objects at the same time, exporting objects to substance painter, baking maps in Cycles to be used in Painter, creating a custom export configuration for Blender, how to use exported maps in Cycles, and much more.
I’d recommend going through our Shader Forge PBR lessons before starting this course. It’s not required and you can complete this course without them, but they will help you get a good understanding of what physically based shading is all about and why Substance uses it as its main paradigm.
CC Music: Restart by Pho3nix
Lesson Questions and Answers
Ask a question and get an answer!Submit your Question
Within this lesson we learn that the roughness values in Substance are different from those in the special node setup designed for PBR in Blender. Recent versions of Blender have something called a principled BSDF shader with the same types of inputs. Is the roughness on this shader also different from the Substance roughness maps or are they the same?
Good question! I just tested it out and it looks like the principled shader does not need to have the roughness converted, but a regular glossy node does.
Thank you sooooo sooooo much !!!! This is pure Gold, raw magic, essence of awesomness !!!
No but, being a bit more serious, this course is a great subject to cover (especially these days) and it will greatly benefit the community. Again, many thx.
I agree, would love to see more Substance tutorials. Great job!
Download any course files here.
- Materials & Texture Sets: HD Video( 22 MB )
- Editing Multi-Object UV Sets: HD Video( 33.4 MB )
- Exporting Objects from Blender to Substance Painter: HD Video( 12.7 MB )
- Baking AO Maps in Blender for Substance: HD Video( 19.2 MB )
- Baking ID Maps in Blender for Substance: HD Video( 26.1 MB )
- Remapping UV's: HD Video( 11.9 MB )
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