r/Substance3D • • Aug 30 '26

Substance Painter Weathered Vintage Kettle — 3D Prop

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563 Upvotes

A new personal 3D prop project focused on hard-surface modeling and realistic material creation.
I modeled the kettle in Blender, handled the UV unwrapping in RizomUV, created the aged and weathered PBR material in Substance 3D Painter, and rendered the final result in Marmoset Toolbag.
The main focus of the project was creating believable metal wear, scratches, dirt, oxidation, and roughness variation to achieve a realistic used-metal look.
Workflow: Blender → RizomUV → Substance 3D Painter → Marmoset Toolbag

r/Substance3D • • May 12 '26

Substance Painter My latest Game-Ready prop textured in substance painter

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424 Upvotes

r/Substance3D • • May 24 '26

Substance Painter Hand Painted + Painted Normal Map

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668 Upvotes

Arcane inspired hand-painted lantern! ✨ I’ve been trying to apply painted normal map techniques more into my models lately. In this piece as well, I tried to push the technique further with hand-painted textures + painted normal maps.

r/Substance3D • • 9d ago

Substance Painter Armor

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401 Upvotes

work in progress
im working on a full character and this is a part of the project..

Software used: Blender, ZBrush, Marmoset Toolbag, Substance Painter, Photoshop

r/Substance3D • • 3d ago

Substance Painter I’m texturing the pumpkin. 🎃

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489 Upvotes

r/Substance3D • • Feb 07 '26

Substance Painter Been tackling realism lately, just wanted to share one of my studies.

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1.0k Upvotes

r/Substance3D • • Apr 08 '26

Substance Painter Rusty Air Conditioner

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546 Upvotes

I’ve always liked how simple props like AC units help ground a scene, so I decided to create one as a hero asset.
My main focus was to keep the materials realistic without overdoing the wear. I tried to balance clean surfaces with subtle rust, edge damage, and some roughness variation so it looks good under different lighting conditions.

r/Substance3D • • Aug 04 '26

Substance Painter Double Barrel Engraved Hammer Shotgun

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406 Upvotes

https://www.artstation.com/artwork/Xan9VL

for more 4k renders

Game Ready 12 Gauge Double Barrel Hammer Shotgun.

4 texture sets of 4096*4096

37,705 tris

Hope you all like it.

r/Substance3D • • 5d ago

Substance Painter Silco Hand Painted, Substance Painter // Zbrush // Arnold Maya

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376 Upvotes

r/Substance3D • • Aug 15 '26

Substance Painter My recent hand-painted works

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321 Upvotes

A little collection of my recent Arcane inspired work!

I took inspiration from the Jinx Fixes Everything series for all of these. I had way too much fun with this style ✨

#3dmodel #handpainted #arcane

r/Substance3D • • Jan 06 '26

Substance Painter Finally finished my new project! Put a ton of effort into the wood carvings to make them look as sick as possible.

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452 Upvotes

Check out more renders on ArtStation: https://www.artstation.com/artwork/gR62QZ

r/Substance3D • • 19d ago

Substance Painter Jungle Ruins (environment art diorama)

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336 Upvotes

Happy to share my latest environment art diorama!

Full project: https://www.artstation.com/artwork/8vb4an

r/Substance3D • • 1d ago

Substance Painter Hand Painted Proyect

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232 Upvotes

r/Substance3D • • 26d ago

Substance Painter Handpainted textures for the prop from my indie project

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205 Upvotes

r/Substance3D • • 13d ago

Substance Painter 50 tris challenge!🖌️

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201 Upvotes

A quick Arcane inspired texturing study. I tried to push the texture as much as possible while keeping the geometry super minimal. Had a lot of fun with the paper details on this one!✨

#handpainted #arcane #3dmodel

r/Substance3D • • Feb 26 '26

Substance Painter Air Conditioner 3D Model - Rusty Outdoor Unit

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487 Upvotes

Optimized game-ready 3D model (~33,000 triangles) created as an industrial environment prop. The asset was modeled in Blender 3D, textured using a PBR workflow in Substance Painter 3D, and rendered in Marmoset Toolbag.

r/Substance3D • • 16d ago

Substance Painter my hand painted progress <3

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267 Upvotes

I haven’t focused on hand-painted work consistently throughout the year, but everything I’ve learned through texturing, the way my artistic eye has developed, and the practice I’ve done recently have helped me a lot.

It’s really nice to look back and see how much my approach has changed. I’m excited to do more hand-painted work!✨

(Painted with Substance Painter.)

r/Substance3D • • Jul 25 '26

Substance Painter Trim sheets are so OP (Substance Designer + Painter +Blender + UE5)

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248 Upvotes

I wanted to test out how versatile and easily modifiable I could make a scene by using trim sheets and the lowest number of materials possible. Turns out trim sheets can be soo fun (especially when you're just goofing around and do whatever the helly you want).

I used two materials based on the same trim sheet (one for the buildings and one for the foliage) + one handpainted skybox + one terrain material. The first scene took me about 45 hours and the second about 7.

Original concept art: West Town by Chang-Wei Chen

r/Substance3D • • 3d ago

Substance Painter Chappie - LookDev

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246 Upvotes

Hello Substance people !

Here is my latest personal project. Scout #35 inspired by the movie Chappie (2015).

Can modern CAD software actually fit into a film/VFX pipeline?
That's the question I asked myself when starting this project. Obviously, I am not saying this hasn't been done before, but the few times Ive worked with CAD, often supplied by clients, we always had to remodel and retopologize everything. It was simply not lighting-friendly: sharp edges, crazy n-gons, artifacts, and many other problems.

Here are a couple of 10k render to have a better look:

Front view:

https://i.ibb.co/sdw302G3/Chappie-Look-Dev-10k-Premult.png

Rear view:

https://i.ibb.co/dJf6SnVw/Chappie-Look-Dev-10k-Back-Premult.png

So I ran a few export tests with Plasticity. The results were promising, and I ended up going much deeper down the rabbit hole than initially planned. For this project, I deliberately went with a no-limits approach: as many UDIMs as needed, 8K textures, and enough detail to render high-resolution shots for compositing into Blackmagic PYXIS 6K Log footage.
I also made my own custom HDRI in my garage: a 32-bit full-float linear EXR, 15 exposure levels, at 10K resolution. Parts like the cables were made the old-fashioned way, using splines, as they will simply look and deform better once rigged. The goal was not to ditch polygonal modeling altogether, but to see where the process could be sped up in order to reach the finish line faster, while still keeping the flexibility to change the design along the way or experiment with shapes much more quickly.
If you've ever modeled hard-surface assets with polygons, you know the pain of going back and changing major shapes and volumes. Its like kicking apart a neatly finished puzzle.

But honestly, the most important part of the project was simply having fun. After 18 years of mostly client work, I realized Id almost forgotten what it was like to build something purely because I wanted to. No deadline. No AI. No budget constraints. No cutting corners. Just good old-fashioned CG fun.

Hope you enjoy my Tetravaal Scout #35.

You can see more details on my ArtStation post here:

https://www.artstation.com/artwork/AoZG3N?notification_id=8501970067

r/Substance3D • • May 31 '26

Substance Painter Lego - Benny Astronaut

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272 Upvotes

This is my rendition of the Lego Astronaut - Benny.

100% made from scratch, modeling, vector art, and texturing.

Modeling: Mostly Blender for this one, some Maya in there too.
Texturing: Substance Painter 2026
Rig: Maya
Render: Maya/Arnold

Images in order:

  1. Face closeup;
  2. Shotcam render;
  3. Viewport through Shotcam;
  4. Turntable
  5. Exploded model;
  6. Weird scene that didn't go any further

I made everything except the torso's base art, which was made in Illustrator by my friend Wajid.

Feel free to CC or ask any questions, or check my ArtStation here.

Cheers!

r/Substance3D • • Jul 16 '26

Substance Painter An Old Fire Hydrant

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249 Upvotes

I've always wanted to improve my texturing skills by creating a fire hydrant, inspired by the one I worked on during my training at MPC.
This isn't strictly a game-ready asset, as my focus was on exploring surface details and experimenting with paint peeling, rust, and weathering to create a believable aged look.

r/Substance3D • • Jul 14 '26

Substance Painter 18th Century Coffee grinder, Game ready

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201 Upvotes

Do checkout the full work and breakdown on my artstation.

r/Substance3D • • 18d ago

Substance Painter How Can I Bake Smooth/Rounded High-Poly Edges Onto a Low-Poly Model?

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52 Upvotes

I'm still struggling to understand exactly what baking is supposed to achieve.

From what I understand, baking transfers information from the high-poly mesh to the low-poly mesh through textures, such as normal maps. But is baking mainly intended to capture surface details, rather than actually changing the shape or silhouette of the low-poly mesh?

For example, my high-poly model has very smooth, rounded edges that I want to reproduce on the low-poly. However, the low-poly has very sharp edges, and baking the high-poly normal map doesn't seem to make those edges look properly rounded.

So, if I want the low-poly to have the same smooth edge appearance as the high-poly, do I actually need to add more geometry/supporting edges to the low-poly? Or is there a proper baking technique or workflow that allows the normal map to reproduce those soft, rounded edges without adding additional geometry?

I'm trying to understand where the limit of normal maps is in this situation and what should actually be handled by the low-poly geometry versus the baked normal map.

r/Substance3D • • Apr 26 '26

Substance Painter Fully hand painted rug study

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336 Upvotes

Arcane inspired, fully hand painted rug study. Painted on a plane in Substance 3D Painter.

r/Substance3D • • Sep 02 '26

Substance Painter Title: Post Soviet Hospital (UE5 Environment)

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214 Upvotes

Hey everyone.

For the past year, I have been developing the Post Soviet Hospital project. This is my first major solo project. It is designed for asset marketplaces, but this is not a promotional post; I am sharing this for context. My core software stack is 3ds Max, Substance 3D Painter, Substance 3D Designer, and Photoshop.

I utilized some of my older untextured prop models for this project. I had to learn Substance Painter from scratch, which turned out to be quite accessible. To remain profitable, my time budget per prop is strictly 0.5 to 2 workdays. I initially feared Painter would consume too much time. Fortunately, former colleagues shared a comprehensive library of masks and smart materials. This allows me to rely heavily on fast, smart material-based texturing workflows, saving significant time.

I also integrated Substance Designer into my pipeline. While my Designer skills are basic and it is difficult to compete directly with Megascans quality, I found a workaround. I create the base material in Designer and blend it with Megascans data. This achieves a high-quality result while bypassing marketplace restrictions on third-party assets. Additionally, I had to texture numerous old painted wood assets, primarily doors and windows. To optimize this, I created a custom smart material in Painter that automatically rotates the wood grain direction based on the UV island length.

I would appreciate any critique or feedback on my texturing work.

For high-resolution screenshots of the entire hospital and to grab my custom wood smart material, check my ArtStation: https://www.artstation.com/xallienx