substance-3d-texturing

Substance 3D Texturing

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Install skill "substance-3d-texturing" with this command: npx skills add freshtechbro/claudedesignskills/freshtechbro-claudedesignskills-substance-3d-texturing

Substance 3D Texturing

Overview

Master PBR (Physically Based Rendering) texture creation and export workflows for web and real-time engines. This skill covers Substance 3D Painter workflows from material creation through web-optimized texture export, with Python automation for batch processing and integration with WebGL/WebGPU engines.

Key capabilities:

  • PBR material authoring (metallic/roughness workflow)

  • Web-optimized texture export (glTF, Three.js, Babylon.js)

  • Python API automation for batch export

  • Texture compression and optimization for real-time rendering

Core Concepts

PBR Workflow

Substance 3D Painter uses the metallic/roughness PBR workflow with these core channels:

Base Texture Maps:

  • baseColor (Albedo) - RGB diffuse color, no lighting information

  • normal

  • RGB normal map (tangent space)

  • metallic

  • Grayscale metalness (0 = dielectric, 1 = metal)

  • roughness

  • Grayscale surface roughness (0 = smooth/glossy, 1 = rough/matte)

Additional Maps:

  • ambientOcclusion (AO) - Grayscale cavity/occlusion

  • height

  • Grayscale displacement/height

  • emissive

  • RGB self-illumination

  • opacity

  • Grayscale transparency

Export Presets

Substance 3D Painter includes built-in export presets for common engines:

  • PBR Metallic Roughness - Standard glTF/WebGL format

  • Unity HDRP/URP - Unity pipelines

  • Unreal Engine - UE4/UE5 format

  • Arnold (AiStandard) - Renderer-specific

For web engines, PBR Metallic Roughness is the universal standard.

Texture Resolution

Common resolutions for web (powers of 2):

  • 512×512 - Low detail props, mobile

  • 1024×1024 - Standard props, characters

  • 2048×2048 - Hero assets, close-ups

  • 4096×4096 - Showcase quality (use sparingly)

Web optimization rule: Start at 1024×1024, scale up only when texture detail is visible.

Common Patterns

  1. Basic Web Export (Three.js/Babylon.js)

Manual export workflow for single texture set:

Steps:

  • File → Export Textures

  • Select preset: "PBR Metallic Roughness"

  • Configure export:

  • Output directory: Choose target folder

  • File format: PNG (8-bit) for web

  • Padding: "Infinite" (prevents seams)

  • Resolution: 1024×1024 (adjust per asset)

  • Export

Result files:

MyAsset_baseColor.png MyAsset_normal.png MyAsset_metallicRoughness.png // Packed: R=nothing, G=roughness, B=metallic MyAsset_emissive.png // Optional

Three.js usage:

import * as THREE from 'three';

const textureLoader = new THREE.TextureLoader();

const material = new THREE.MeshStandardMaterial({ map: textureLoader.load('MyAsset_baseColor.png'), normalMap: textureLoader.load('MyAsset_normal.png'), metalnessMap: textureLoader.load('MyAsset_metallicRoughness.png'), roughnessMap: textureLoader.load('MyAsset_metallicRoughness.png'), aoMap: textureLoader.load('MyAsset_ambientOcclusion.png'), });

  1. Batch Export with Python API

Automate export for multiple texture sets:

import substance_painter.export import substance_painter.resource import substance_painter.textureset

Define export preset

export_preset = substance_painter.resource.ResourceID( context="starter_assets", name="PBR Metallic Roughness" )

Configure export for all texture sets

config = { "exportShaderParams": False, "exportPath": "C:/export/web_textures", "defaultExportPreset": export_preset.url(), "exportList": [], "exportParameters": [{ "parameters": { "fileFormat": "png", "bitDepth": "8", "dithering": True, "paddingAlgorithm": "infinite", "sizeLog2": 10 // 1024×1024 } }] }

Add all texture sets to export list

for texture_set in substance_painter.textureset.all_texture_sets(): config["exportList"].append({ "rootPath": texture_set.name() })

Execute export

result = substance_painter.export.export_project_textures(config)

if result.status == substance_painter.export.ExportStatus.Success: for stack, files in result.textures.items(): print(f"Exported {stack}: {len(files)} textures") else: print(f"Export failed: {result.message}")

  1. Resolution Override per Asset

Export different resolutions for different assets (e.g., hero vs. background):

config = { "exportPath": "C:/export", "defaultExportPreset": export_preset.url(), "exportList": [ {"rootPath": "HeroCharacter"}, # Will use 2048 (override below) {"rootPath": "BackgroundProp"} # Will use 512 (override below) ], "exportParameters": [ { "filter": {"dataPaths": ["HeroCharacter"]}, "parameters": {"sizeLog2": 11} # 2048×2048 }, { "filter": {"dataPaths": ["BackgroundProp"]}, "parameters": {"sizeLog2": 9} # 512×512 } ] }

  1. Custom Export Preset (Separate Channels)

Create custom preset to export metallic and roughness as separate files:

custom_preset = { "exportPresets": [{ "name": "WebGL_Separated", "maps": [ { "fileName": "$textureSet_baseColor", "channels": [ {"destChannel": "R", "srcChannel": "R", "srcMapType": "documentMap", "srcMapName": "baseColor"}, {"destChannel": "G", "srcChannel": "G", "srcMapType": "documentMap", "srcMapName": "baseColor"}, {"destChannel": "B", "srcChannel": "B", "srcMapType": "documentMap", "srcMapName": "baseColor"} ] }, { "fileName": "$textureSet_normal", "channels": [ {"destChannel": "R", "srcChannel": "R", "srcMapType": "documentMap", "srcMapName": "normal"}, {"destChannel": "G", "srcChannel": "G", "srcMapType": "documentMap", "srcMapName": "normal"}, {"destChannel": "B", "srcChannel": "B", "srcMapType": "documentMap", "srcMapName": "normal"} ] }, { "fileName": "$textureSet_metallic", "channels": [ {"destChannel": "R", "srcChannel": "R", "srcMapType": "documentMap", "srcMapName": "metallic"} ], "parameters": {"fileFormat": "png", "bitDepth": "8"} }, { "fileName": "$textureSet_roughness", "channels": [ {"destChannel": "R", "srcChannel": "R", "srcMapType": "documentMap", "srcMapName": "roughness"} ], "parameters": {"fileFormat": "png", "bitDepth": "8"} } ] }] }

config = { "exportPath": "C:/export", "exportPresets": custom_preset["exportPresets"], "exportList": [{"rootPath": "MyAsset", "exportPreset": "WebGL_Separated"}] }

  1. Mobile-Optimized Export

Aggressive compression for mobile WebGL:

mobile_config = { "exportPath": "C:/export/mobile", "defaultExportPreset": export_preset.url(), "exportList": [{"rootPath": texture_set.name()}], "exportParameters": [{ "parameters": { "fileFormat": "jpeg", # JPEG for baseColor (lossy but smaller) "bitDepth": "8", "sizeLog2": 9, # 512×512 maximum "paddingAlgorithm": "infinite" } }, { "filter": {"outputMaps": ["$textureSet_normal", "$textureSet_metallicRoughness"]}, "parameters": { "fileFormat": "png" # PNG for data maps (need lossless) } }] }

Post-export: Use tools like pngquant or tinypng for further compression.

  1. glTF/GLB Integration

Export textures for glTF 2.0 format:

gltf_config = { "exportPath": "C:/export/gltf", "defaultExportPreset": substance_painter.resource.ResourceID( context="starter_assets", name="PBR Metallic Roughness" ).url(), "exportList": [{"rootPath": texture_set.name()}], "exportParameters": [{ "parameters": { "fileFormat": "png", "bitDepth": "8", "sizeLog2": 10, # 1024×1024 "paddingAlgorithm": "infinite" } }] }

After export, reference in glTF:

{

"materials": [{

"name": "Material",

"pbrMetallicRoughness": {

"baseColorTexture": {"index": 0},

"metallicRoughnessTexture": {"index": 1}

},

"normalTexture": {"index": 2}

}]

}

  1. Event-Driven Export Plugin

Auto-export on save using Python plugin:

import substance_painter.event import substance_painter.export import substance_painter.project

def auto_export(e): if not substance_painter.project.is_open(): return

config = {
    "exportPath": substance_painter.project.file_path().replace('.spp', '_textures'),
    "defaultExportPreset": substance_painter.resource.ResourceID(
        context="starter_assets", name="PBR Metallic Roughness"
    ).url(),
    "exportList": [{"rootPath": ts.name()} for ts in substance_painter.textureset.all_texture_sets()],
    "exportParameters": [{
        "parameters": {"fileFormat": "png", "bitDepth": "8", "sizeLog2": 10}
    }]
}

substance_painter.export.export_project_textures(config)
print("Auto-export completed")

Register event

substance_painter.event.DISPATCHER.connect( substance_painter.event.ProjectSaved, auto_export )

Integration Patterns

Three.js + React Three Fiber

Use exported textures in R3F:

import { useTexture } from '@react-three/drei';

function TexturedMesh() { const [baseColor, normal, metallicRoughness, ao] = useTexture([ '/textures/Asset_baseColor.png', '/textures/Asset_normal.png', '/textures/Asset_metallicRoughness.png', '/textures/Asset_ambientOcclusion.png', ]);

return ( <mesh> <boxGeometry /> <meshStandardMaterial map={baseColor} normalMap={normal} metalnessMap={metallicRoughness} roughnessMap={metallicRoughness} aoMap={ao} /> </mesh> ); }

See react-three-fiber skill for advanced R3F material workflows.

Babylon.js PBR Materials

import { PBRMaterial, Texture } from '@babylonjs/core';

const pbr = new PBRMaterial("pbr", scene); pbr.albedoTexture = new Texture("/textures/Asset_baseColor.png", scene); pbr.bumpTexture = new Texture("/textures/Asset_normal.png", scene); pbr.metallicTexture = new Texture("/textures/Asset_metallicRoughness.png", scene); pbr.useRoughnessFromMetallicTextureAlpha = false; pbr.useRoughnessFromMetallicTextureGreen = true; pbr.useMetallnessFromMetallicTextureBlue = true;

See babylonjs-engine skill for advanced PBR workflows.

GLTF Export Pipeline

  • Export textures from Substance (as above)

  • Export model from Blender with glTF exporter

  • Reference Substance textures in .gltf JSON

  • Use gltf-pipeline for Draco compression:

gltf-pipeline -i model.gltf -o model.glb -d

See blender-web-pipeline skill for complete 3D asset pipeline.

Performance Optimization

Texture Size Budget

Desktop WebGL: ~100-150MB total texture memory Mobile WebGL: ~30-50MB total texture memory

Budget per asset:

  • Background/props: 512×512 (1MB per texture × 4 maps = 4MB)

  • Standard assets: 1024×1024 (4MB per texture × 4 maps = 16MB)

  • Hero assets: 2048×2048 (16MB per texture × 4 maps = 64MB)

Compression Strategies

  • JPEG for baseColor (70-80% quality) - 10× smaller than PNG

  • PNG-8 for data maps (normal, metallic, roughness) - lossless required

  • Basis Universal (.basis ) - GPU texture compression (90% smaller)

  • Texture atlasing - Combine multiple assets into single texture

Channel Packing

Pack grayscale maps into RGB channels to reduce texture count:

Packed ORM (Occlusion-Roughness-Metallic):

  • Red: Ambient Occlusion

  • Green: Roughness

  • Blue: Metallic

Export in Substance:

orm_map = { "fileName": "$textureSet_ORM", "channels": [ {"destChannel": "R", "srcChannel": "R", "srcMapType": "documentMap", "srcMapName": "ambientOcclusion"}, {"destChannel": "G", "srcChannel": "R", "srcMapType": "documentMap", "srcMapName": "roughness"}, {"destChannel": "B", "srcChannel": "R", "srcMapType": "documentMap", "srcMapName": "metallic"} ] }

Mipmaps

Always enable mipmaps in engine for textures viewed at distance:

// Three.js (automatic) texture.generateMipmaps = true;

// Babylon.js texture.updateSamplingMode(Texture.TRILINEAR_SAMPLINGMODE);

Common Pitfalls

  1. Wrong Color Space for BaseColor

Problem: BaseColor exported in linear space looks washed out.

Solution: Substance exports baseColor in sRGB by default (correct). Ensure engine uses sRGB:

// Three.js baseColorTexture.colorSpace = THREE.SRGBColorSpace;

// Babylon.js (automatic for albedoTexture)

  1. Normal Map Baking Issues

Problem: Normal maps show inverted or incorrect shading.

Solution:

  • Verify tangent space normal format (DirectX vs. OpenGL Y-flip)

  • Substance uses OpenGL (Y+), same as glTF standard

  • If using DirectX engine, flip green channel in export

  1. Metallic/Roughness Channel Order

Problem: Metallic/roughness texture has swapped channels.

Solution: Default Substance export:

  • Blue channel = Metallic

  • Green channel = Roughness

  • Matches glTF 2.0 specification

  1. Padding Artifacts at UV Seams

Problem: Black or colored lines appear at UV seams.

Solution: Set padding algorithm to "infinite" in export settings:

"paddingAlgorithm": "infinite"

  1. Oversized Textures for Web

Problem: 4K textures cause long load times and memory issues on web.

Solution:

  • Default to 1024×1024 for web

  • Use 2048×2048 only for hero assets viewed close-up

  • Implement LOD system with multiple resolution sets

  1. Missing AO Map in Engine

Problem: AO map exported but not visible in engine.

Solution:

  • Three.js: Requires second UV channel (geometry.attributes.uv2 )

  • Babylon.js: Set material.useAmbientOcclusionFromMetallicTextureRed = true

  • Alternative: Bake AO into baseColor in Substance

Resources

See bundled resources for complete workflows:

  • references/python_api_reference.md - Complete Substance Painter Python API

  • references/export_presets.md - Built-in and custom export preset catalog

  • references/pbr_channel_guide.md - Deep dive into PBR texture channels

  • scripts/batch_export.py - Batch export all texture sets

  • scripts/web_optimizer.py - Post-process textures for web (resize, compress)

  • scripts/generate_export_preset.py - Create custom export preset JSON

  • assets/export_templates/ - Pre-configured export presets for Three.js, Babylon.js, Unity

Related Skills

  • blender-web-pipeline - Complete 3D model → texture → web pipeline

  • threejs-webgl - Loading and using PBR textures in Three.js

  • react-three-fiber - R3F material workflows with Substance textures

  • babylonjs-engine - Babylon.js PBR material system integration

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