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Introduction to using Substance Painter with Blender


Substance Painter is quickly gaining a lot of popularity in the CG community. The (non-Free) texture painter excels at creating complex PBR textures.

BlenderBrit writes:

In this short tutorial you will learn how to export models from Blender into Substance Painter and how to setup a basic node group to make use of the textures generated by Substance Painter.

Worth noting this is a short tutorial on the basic workflow, if you're new to Substance Painter there is a bit of a learning curve but one that's well worth pushing through.


    • Both of those methods are for the metallic/roughness workflow that Painter used to be limited to. Which while great for working with game engines did cause us Blender users a bit of a head ache with either quite complicated node setups or relatively poor results, at least in my experience.

      With the release of Substance Painter 2 a specular/glossy workflow has been added that is a lot easier to bring into Cycles. This tutorial was aimed at making the process as simple as possible using the newly added workflow to give newer users or those unfamiliar with Substance Painter a starting point to building a good a material from Substance Painter exports.

      I'll update the comments in the video to make that clearer, thanks for drawing my attention to it.

  1. Hi. I have a quick question. From what I know, Blender too has a painting tool. May I know why is Substance Painter better compared to Blender's very own painter?

    • Hi. The best answer I can give here would be probably to compare the free Paint application that comes with Windows to Adobe Photoshop, Blender does have some nice painting features but they are woefully underdeveloped by comparison. The two things that jump out the most to me would be the layered painting approach, similar to Photoshops, where you can create multiple paint layers which can each be edited, enabled, disabled at will as well as be modified by mask layers etc.
      The other major one for me is the edge detection/smart materials etc, with a simple click you can apply say a worn metal material to your mesh, the software will detect the sharp edges and create painting effects based on this.
      My suggestion would be to install the free trial and have a play with the software.
      Hope that helps.

  2. I have been messing with Blender and Substance Painter and it works apparently fine if you mesh is fairly dense, but if not you wind up with all kinds of distortions in the texture. The guy at Allegorithmic told me to triangulate the model before exporting to SP because they triangulate differently. This solved my distortion problems but I'd really prefer not to have to triangulate my models.

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