Official website

www.allegorithmic.com
We are the makers of Substance. Our mission? To make the best tools for 3D texturing and material creation, and to put them into the hands of artists and creatives worldwide.

All the tools you need to texture your 3D assets in one application. Unleash your creativity with a powerful and non-destructive workflow. Substance Painter contains Smart Materials, Smart Masks, and integrated 8K bakers, as well as a WYSIWYG PBR real-time viewport.

Substance Designer

Create any kind of material from fully procedural to scan-based hybrids, complete with presets, using industry-standard software for material authoring. Produce tileable textures up to 8K using a non-destructive workflow, process real-world scans, and export to any DCC tool, game engine, or renderer.

Substance Source

Browse and download over 1500 fully customizable, professional-level assets for any kind of project. Materials include presets for faster iteration and .sbs source files for maximum customization and learning.

Project Substance Alchemist

Procedural, capture-based, AI-based, and manual material creation come together. Create, customize, and manage entire libraries and export them anywhere.

Substance Integrations

Bring Substance into your workflow with light, easily tweakable, and dynamic texture files that allow for runtime modification thanks to custom-built integrations. The Substance format is readable in every tool of your 3D creation workflow.

SubstanceRecent articles

Warhammer Defiled Lands: Translating Tabletop World to 3D

John Waynick shared a detailed breakdown of his Warhammer-inspired environment made during GAI's Environment Artist Bootcamp.

Eureka: Sculpting Stylized Cloth & PBR Texturing

Manuel Sitompul talked about the production of his new PBR character based on Flaviano Pivoto's concept.

The Passenger: Making a Material-Driven Scene in UE4

Brett Marshall Tucker did a breakdown of his subway scene The Passenger and shared a handful of tips and tricks for material production. 

Turtle Clan Warrior: Real-Time Character Production

Harley Corke-Ogg talked about the production of a real-time character Turtle Clan Warrior within CGMA's course Next-Gen Character Creation mentored by Adam Skutt.

Overview: Terrain Erosion in Substance Designer

Environment Artist Bohdan Bilous put into action the capabilities of Substance Designer and created a fully procedural Terrain Erosion Generator.

Tutorial On Creating AK Straps

Malte Resenberger-Loosmann shared a mini-tutorial on how to create post-apocalyptic AK straps. Check it out!

Abandoned Shinjuku Station: Modular Approach to Level Art

Clarence Ong did a detailed breakdown on the project that he worked during the UE4 Modular Environments at CGMA, talked about working with references, shared his texturing workflow and game some tips on creating decorative assets. 

Studying Organic Character Art: Anatomy & Skin

Bjørnar Aarset shared the production details of his Troll character and gave some general advice to the character artists.

Meet MAT 2 Contest Announced

Substance announced their little mascot is back for a new contest. 

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