https://i.ytimg.com/vi/YNZbMUBhhmQ/hqdefault.jpg
Update:
https://cgcookiemarkets.com/all-products/sp2blend-substance-painter-shader/ – Check out my Substance Painter Shader, SP2Blend.
Also, a new and improved Painter tutorial is in the works and will be out soon.
Update:
It’s just been pointed out to me that I forgot to mention that Substance Painter comes with a 1 month trial. I definitely recommend giving it a try for a month.
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.
Substance Painter – https://www.allegorithmic.com/products/substance-painter
Music – http://www.bensound.com/royalty-free-music
source
42 responses to “How to use Substance Painter with Blender”
Why not render it inside Substance Painter?
Hi, thanks for the tutorial! But I can't get rid of a problem, when I import my model in SP I always get only one texture set. My mesh has 4 materials but SP sees them as 1. I tried exporting in fbx, in obj, tried different settings but without any luck, what am I missing? :/
it says invalid scene mesh "nameofobject" has no uv coodinates
How did you get multiple UV Maps in the TextureSet List? When I import a model with multiple UV maps it just slaps them all together into one.
Amazing! It helped me very much! Thank you 🙂
now we do have the new principled BSDF..makes it a lot easier
Question, does anybody know why when i export it from blender im getting like a transparent model that i see through, and it paints the inside of the model and not the outside like i want?
So nicely explained! It was very usefull and easy to follow! great job! Can you make a video how to import png´s as a new material in substance painter? really need some help there! Thx´n greetz
wow, here is what i was trying to found thx
Very useful!!
3DCG tutorials in Solaire's voice
Didn't think I'd ever see such a thing
I have the uvmap in a image and all but substance painter still says to me "there is no uv coordinates" what exactly i need to do? Maybe is the materials? I made a normal map too.
Is there any integration plugin for substance painter and blender?
Pretty good, but needs updated Principled BSDF
My model has 43 objects I just wanna kill myself ;-;
My fucking god, i have finally found what i was looking for. Thank you.
Also i wish there was an option somewhere in SP to just embed all the changes made into the bloody fbx as is somehow. So much time would be saved. Alas, if those fucks took 3 weeks to reply to an email i cant imagine them doing shit in SP.
Great tutorial btw, thanks a lot.
Thanks a lot, very helpful and very rare info
Thats such a great model, did you hand model it? I really like the rucksack.
thanks man. i was wondering why the edge wear refused to work but now i know. it was the bake texture thing.
how to add lighting spot correctly ?
Hi, everytime i import my blender model to substance painter i get a bad texture quality even on 4K. How did you managed to get a better resolution. I have a theory that it depends on the voxel desnity in blender but i have no idea how to increase this value?
use non color data on your normal maps..
¿Have you problems with mesh normals in the fbx export? In SP 2.5 my mesh normals are flipped.I am turning crazy at this point trying to solve the issue. My workflow is Blender-SP-Unity. In blender and Unity the normal appears correctly but in painter dont.
i could be wrong, but if you had a heap of material presets, couldnt you do the same in blender??
Can we get same result in blender GLSL mode? i want to subtance painter to blender glsl workflow so can u help me?
It would be amazing if there was a button, in substance painter. Send to Blender! or Send to Unreal! or Send to Unity! Would save a ton of time and effort.
thank so much you also learn me a kick way to use the smart material, i hope a better integration in the next version of Blender, cause it works so fine with Unity and other game engine and 3D package, PBR are almost a new standard like normal map was, now i just need 3D coat or Zbrush for heavy retopology work and sculpting without limit.
i can't display it well. I followed the steps, nodes are ok, but when i render my mesh it looks bad.
could it be the lighting? Any tips?
in substance painter 1, its possible to add a specular channel and export it, with a base color and height map. couldn't those 3 channels work with this blender workflow and substance painter 1? an image… https://68.media.tumblr.com/96be68ea8e193bb17fcc49be9848cf9a/tumblr_odrw5j7pnT1vdifwyo1_500.png
And i find this tutorial only today… doh!
I'm a bit confused though, now with PBR shaders in Blender, we can work in the "normal" way, right?
Nice Tutorial!
have 2 question; I am little confused about returning back to blender, If we wanted to make a for example game object for unity , first modelling in blender then make it pretty in substance designer and painter and then import to Unity(or another game Engine) ready to game right? what are the steps for in game objects?
Second one is a little of the radar but how should i create lightning for my Building Windows, and specially Billboards and Building signs, in Blender or In game Engine Or some another way aand how can i do it exactly step by step, Would reeaaaally appreciate a detailed answer , Thanks in advance 🙂
Help? There is no diffuse anymore, but that is "base color" obviously, but is specular now roughness? Kind regards
<6
Very cool. I would like more lessons on the topic of blender+substance ^) There are a lot of subtleties.
Can I ask a question? How to make twisted bars drinking jars? With the help of curves?
This is great. Thanks. But I have a question. Let's say I colored a little part of the main bag metallic. (not a separate object) what should I do to get its metallic look? It just looks gray and non glossy. Do I need another Image Texture?
Great video! By the way, steam has substance indie pack on sell. I bought all at 240ish USD. Instead of 400ish ISD.
At 10:43 it would be easier to simply choose "Non-Color-Data" instead of the color ramp. But anyway great tutorial, thank you.
when u export do you need to have a uv map done
Thank you for this, gets me to evaluate substance painter, especially as most tuts out cover version 1 whoch had all sorts of issues. Just to confirm, you can export from blender with both individual uv and uv atlas for multiple objects?
Thanks so much for this video! You are a saint.
Hi ! Amazing Tut. Been using blender for ages but only just getting into texturing.Thought with Substance Painter, I could achieve the results i wanted. Wasn't till i found this tutorial that i could export my textures back. i See you're a relatively new channel,but your tut style and pace is perfect for me.Other Tut Creators seemed to have slowed down with their uploads and making them too complex for me personally.Finding this channel really saved my interest in staying with Blender ! Keep up the amazing work.
Good basic tutorial on getting a blender model into SP 2, getting it back into Blender, and then using the resulting textures. Very useful and well done.But if you want to use SP 2 for texturing, then the tutorial doesn't help in that respect. I would have liked to have seen a longer tutorial that showed what you were doing with the painting in SP 2. I'm using SP 2 as a complete novice, and I have to say that your characterization that it is ridiculously easy to paint is a bit of a stretch.Therefore, I think some of us Blender users who would like to use SP 2 for texturing would benefit greatly from a basic SP 2 tutorial on how you painted the Sintel object. There are almost no tutorials for SP 2 out their at the moment. There are a lot of SP 1 tutorials, but from SP 1 to SP 2 there have been significant changes in work flow, naming conventions, locations of the UI, etc. which makes trying to translate an SP 1 tutorial to SP 2 software difficult and confusing.If you have the inclination and time. I would like to see the steps you used in painting the Sintel bag. I think it would help me and other over the SP 1 / SP 2 divide.Thanks for the consideration. I realize you are focused on Blender in you tutorials, but SP is such a powerful texturing software, I think more and more Blender users will want to use it instead of struggling with Blenders paint tools that require much longer to produce similar results.I'm suggesting that you do a series of SP tutorials (thought that would be helpful), but rather just enough to get through you painting of the Sintel bag in detail.Thanks, I have been enjoying your videos.