
Download the project files for the Substance 3D Painter advanced course, including a zebrafish baked normal zip, and set up the project to render a mesh.
Discover how to bake textures in Substance Painter by transferring high-poly detail to a low-poly model using the multi map exporter, normal maps, and curvature masks.
Learn to texture the monster cage by isolating the model, baking normal and ID maps, and building a wood-plank material with height and roughness using masks and grunge maps.
Apply multi-layer color workflows in Substance Painter using color channels and base colors. Use grunge maps, anchor points, masks, and height channels to drive dynamic color and edge details.
Develop advanced material workflows in Substance 3D Painter to finish the monster cage by building layered planks, applying masked color, dirt and ambient occlusion, and tuning height and roughness.
Texture cage bars by organizing materials into folders, applying masks, and layering grunge maps with tri-planar projection for precise tiling of color, height, roughness, and dirt.
Create rope material in Substance 3D Painter by shaping a base rope mesh, applying height and displacement with gradient, and refining with cylindrical projection, tiling, fiber noise, and ambient occlusion.
Refine displacement and height to shape the base color of the monster cage, adjusting rope variations with masks and rotations. Apply painting and oil paint effects for a cartoony look.
Create monster skin textures using anchor points and a tile generator with custom patterns, inputs, height and color details.
Stack height-based color variations using fill layers, black masks, and hand-painted color channels to create scars, spots, and texture, then refine roughness, subsurface, and occlusion for a monster skin look.
Finish the monster in the Substance 3D Painter advanced course by texturing eyeballs, teeth, hair, and nails using base colors, masks, and painted highlights, then adjust roughness and color balance.
Create a gear texture by isolating the flower petal, applying height, color, and grunge maps, and integrating normal and curvature maps with masks, anchor points, and blending tweaks.
Apply a base layer with zero roughness and zero height, then paint petals with a bright color using a brush and add roughness and a grunge map with masks.
Learn to texture a pot in substance 3d painter by applying base color, height, and roughness, using masks and painting to hide seams, and refining highlights for a realistic finish.
Finish the flower by texturing the pot and soil, applying base colors, roughness, height maps, and masks; paint veins on leaves and adjust noise and blur.
Learn to texture boots in Substance 3D Painter by importing normal maps, baking curvature, and building layered base color, height, and roughness with stitching details.
Create an advanced gaiter texture in Substance 3D Painter by layering ropes, stitches, fabric patterns, and color variations. Master masking, tiling, blur, height adjustments, and anchor points to enhance realism.
Create a bronze metallic material for gear collector accessories by setting bronze base color, metallic value 60, and roughness around 0.3, with curvature, ambient occlusion, and bump details.
Organize layers, apply base colors, and craft strips and masks to build a bag material. Add details like stitches and decorative elements with color, blur, and height tweaks for realism.
Apply and refine dress fabric in Substance 3D Painter by layering base color, height, tiling fabric, and curvature masks to achieve realistic drape and subtle ambient occlusion.
Apply a cape fabric material in Substance 3D Painter using masks, height maps, tiling adjustments, color edits, ambient occlusion, and light stitching for a realistic texture.
Explore creating fur material in Substance 3D Painter by building layered masks, height-based hair, curvature and ambient occlusion adjustments, and fine-tuning roughness and subsurface scattering.
Apply skin material in Substance 3D Painter by isolating the head, legs, and hands, using Adobe skin base materials, and adjust height, hue variation, and roughness with masks.
Layer neck, nose, and forehead skin materials on the head, blend with masks and height/tiling tweaks for a cohesive base; then paint blush and makeup as prep for future steps.
Learn to create and refine nails and facial makeup in Substance 3D Painter, using layers, masks, color and height adjustments, brushes, and blur filters.
Add makeup by applying eyeliner, eyeshadow, and lipstick using layers and a black mask. Use brushes and lazy mouse for precise lines, adjust opacity, and refine colors.
Create eye material by setting a base color, painting veins, and masking the iris, then project the iris onto the mesh with UV and planar projections while adjusting height.
Continue creating eye materials in Substance 3D Painter, refining iris and pupil with masks, height maps, and displacement, then paint color variations and add subtle highlights on both eyes.
Finish the eye material by refining iris and pupil with the surface tool, adding blur, blue tones, veins, eyeliner, and subtle lighting.
Develop eyebrows in Substance 3D Painter by painting with a black mask, refining with wireframe, adjusting curves, adding color, height, blur, and anchor-based mask edits across eyebrow layers.
Learn to build a hair mask in Substance 3D Painter using a base layer, opacity channel, and painterly masks to define bangs, jawline, and ear edges with PBR metallic roughness.
Create hair groups with height in Substance 3D Painter using masks and displacement to export textures with height-based normals for realistic depth.
Learn to create hair strands in Substance 3D Painter by building hair masks, adjusting displacement, and painting fine strands with brushes, blur, and opacity control.
Add hair color using fill layers and sampled colors, applying anchor points and masks to build layered hair tones and highlights, while adjusting roughness and blending for realism.
Isolate the leg, bake and apply normal and ambient occlusion maps, then create a custom projection with adjustable tiling and vertex edits to map a seamless wood texture.
Finish the legs material in Substance 3D Painter by hand sculpting, duplicating layers, painting with brushes, adjusting height and noise textures, and applying color variation with masks.
Adjust leg materials by refining colors and gradients, painting variations with height values, masks, and brushes, and applying overlays, curvature masks, and dirt textures for realism.
Create leather accessories materials in substance 3d painter by layering height and curvature with masks, color, and roughness. Add stitches, dirt, and moss, plus ambient occlusion for three accessories.
Create an ivy belt accessory in Substance 3D Painter by applying ivy stamps, baking ambient and self occlusion, and layering height, color, and roughness via cylinder UV projection.
Create bark textures across three materials using black mask fill layers, adjust height and tiling with projection, then refine colors, curvature, and masks with brushes and anchor points.
Learn to craft an accessory sword blade in Substance 3D Painter, using stone textures, black masks, color layers, height and noise adjustments, curvature, and thickness for texture refinement.
Texture the torso in Substance 3D Painter by baking curvature and datasets, then paint bark textures using stencil and projection mode, with masks, height data, and color adjustments.
Apply a base color and layers to the torso, using black masks, grayscale anchors, and blends like multiply, linear dodge, and overlay. Then refine curvature, height, and roughness with textures.
Finish the torso in substance 3d painter by building height with multiple stamps, applying color, masks, and radial filters, and refining with curvature and ambient occlusion for surface detail.
Texture the right hand in Substance Painter using ambient occlusion, curvature, and thickness masks; apply base and height layers; blend cylindrical and planar projections with paint and stencils.
Apply color to the hand in Substance 3D Painter by layering base colors, height maps, and masks, sampling from nearby areas, and refining with opacity, roughness, and ambient occlusion.
Finish the right hand in substance 3d painter by applying nails with a smart material, masking dirt, and using tri-planar projection for realistic texture.
Texture and sculpt the head in Substance 3D Painter by building a base height, applying ambient occlusion, painting base colors, and refining with masks, curvature, and noise for realism.
Create a moss material in Substance Painter by baking masks, layering height and roughness, and applying moss textures with planar projection; integrate tile patterns via the Substance Designer tile sampler.
Continue refining the moss material in Substance 3D Painter by tuning random rotation and size, applying mask, exploring tile sampler variations, color random, height, displacement, and ambient occlusion for depth.
Add moss to other parts by varying tile mass, jitter, rotation, and size. Paint leaves with varied spacing, adjust height and displacement to create depth.
Refine a moss material using live masks, color correction with shadows and saturation, and layer height and roughness adjustments to blend moss on leaves, torso, and branches.
Create convincing leaf materials in Substance 3D Painter by using separate leaf UV chunks with distinct colors, painting veins, and adjusting height, blur, and noise for variation.
Apply material to branches, adjust height and roughness, and use masking and color layers to create a hand-painted, textured look with dirt, chips, and subtle noise.
Copy the hand material from the right hand to the left, invert the selector, adjust masks, use the gizmo to rotate and position, and refine edges with trim paints.
Copy the leg material to the other side by duplicating the layer with control alt right click, using wrap projection and the transform gizmo, and fine-tuning normals and masks.
Create separate ground, water, and stone meshes, bake the illusion to fix water artifacts, and build layered materials with height, displacement, and planar projection using black masks.
Finish the ground material by layering water and stones, using opacity and height channels with black masks to shape depth, then refine with curvature details, thickness, and lighting before rendering.
Review and clean up the model and textures in Substance 3D Painter before exporting. Disable shadows, adjust color to purple hues, and refine moss height with height maps and masking.
Master refining Substance Painter textures by adjusting height, opacity, and displacement, and applying sculpt layers to balance details across the torso and legs, then render.
Export textures from Substance Painter with a custom template, UDIM naming, and channel selection (base color, normal, roughness, metallic, height, opacity) for consistent shader-ready outputs.
Set up a Maya render by importing a 3D model, separating leaves for color variation with color jitter, and wiring textures—base color, roughness, metalness, normals, and displacement—into shaders with lighting.
Practice, practice, practice to get good at this kind of stuff. Leave a review to help improve future Substance 3D Painter tutorials.
Do you want to know how to make any textures with Substance 3D Painter like a Pro?
Then I welcome you to the Nexttut Substance 3D Painter for Advance course
WHY SHOULD YOU LEARN FROM ME:
My name is Hamidreza and I have been a 3D Artist for animation and VFX for about 8 years now. I have worked on many short animations and a few long animated movies.
BENEFITS : By the end of this course,
You will be able to make texture for a VFX level model from start to finish.
You will be able to make your own materials directly in Substance 3D Painter.
WHAT WILL I LEARN:
Exporting 3D mesh maps from ZBrush to Substance 3D Painter
Preparing 3D model for texturing
Making custom materials inside Substance 3D Painter
Exporting textures
COURSE PROJECTS:
We will start by learning how to export mesh maps from ZBrush and use them to bake in Substance 3D Painter.
Then, we learn how to set up our project and start texturing.
We are going to make every material just with provided assets inside Substance 3D Painter.
Then, we will export our textures using a custom exporting template.
Finally, we will render our scene using Arnold renderer.
IS THIS COURSE RIGHT FOR ME:
This course is for 3D artists interested in creating textures with Substance 3D Painter
WHO IS NOT THE IDEAL STUDENT:
This course is not designed for absolute Substance 3D Painter beginners.
WHAT SHOULD I KNOW OR HAVE FOR THE COURSE:
I expect you to have some sort of basic texturing experience.
You should have Substance 3D Painter and above installed on your computer.
JOIN ME NOW:
Join me and learn how to make VFX level textures for your future projects.