
There are several steps to applying textures created in Substance Painter to the Unreal Engine. First, you must export your textures from Substance Painter, which can be done by going to File > Export Textures. You will then get three different textures: Colour, Normal Map, and a packed texture that contains Ambient Occlusion, Roughness, and Metallic. You can also export a fourth Emissive texture. Next, you must import the textures into Unreal Engine. This can be done manually or by using a Substance Painter plugin that exports and imports textures automatically. Once your textures are imported, you can create a material and apply it to your model.
| Characteristics | Values |
|---|---|
| File type | Import .fbx file into Substance Painter, export .obj file and texture maps |
| Texture maps | Albedo, roughness, metallic, normal |
| Unreal Engine | Import .obj file and texture maps, create a material based on these maps, apply the material to the model |
| Export textures | Go to File > Export Textures, define texture resolution size |
| Unreal Engine 4 | Import fbx file and exported textures, normal map will be recognised |
| Substance Painter plugin | Export textures and automatically import them into an opened Unreal Editor project |
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What You'll Learn

Exporting textures from Substance Painter
When you are done texturing your mesh in Substance Painter, you will need to export the textures. You will get three different textures: Colour, Normal Map, and a packed texture that contains Ambient Occlusion, Roughness, and Metallic. You may also export a fourth Emissive texture if you set that up.
To export textures from Substance Painter, go to File > Export Textures (Ctrl/Cmd + Shift + E). You can define the exported texture resolution size, which is based on the Texture Set Size you were working on in Substance Painter. Substance Painter exports to a wide range of file formats. For example, for PSD (Photoshop) files, each texture set from a project is exported as a single PSD file, containing the exported textures associated with the texture set.
Before exporting, the List of Exports tab shows the maps that are currently set to export. You can drag maps from Input Maps, Mesh Maps, and Converted Maps into channels of the available files to change which maps correspond with which channel. The background colours of each file's channels correspond with the coloured squares in the lists of input maps. You can also hover over any channel to see which input maps are associated with it.
After exporting, the Console shows the current progress of your export. You can also use the Open output directory to the upper right of the tab to quickly open a file browser to the export location.
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Importing textures into Unreal Engine
Once you have exported the textures, you need to define the exported texture resolution size. The resolution is based on the Texture Set Size you were working with in Substance Painter, but you can define your own size. After that, you can import the textures into Unreal Engine. The process may vary slightly depending on the version of Unreal Engine you are using. For UE4, import the FBX file and the exported textures. The normal map should be recognized automatically, but you may need to manually assign the other textures. For UE5, there are tutorials available online that provide step-by-step guidance on the import process.
It is important to note that this process assumes you have already created a model and textured it in Substance Painter. If you are new to Substance Painter, there are tutorials available to help you get started, such as the "Substance Painter Essentials" course. This course can teach you how to use Painter to texture your meshes and prepare them for import into Unreal Engine.
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Creating a new project in Substance Painter
Next, you need to load the mesh that will be associated with your project. You can do this by clicking the 'Select' button and choosing the relevant file. In the example provided, the file "generic_front_loader.fbx" is used, and this is what will be used to build the project. Once you have selected your file, you need to set the import settings. For instance, if your FBX does not contain any cameras, you should uncheck "Import Cameras".
Now, you can set up your project settings. You can set the document resolution to your desired value, for example, 2048 or 2K. You can change this resolution at any time due to Substance Painter's non-destructive nature. You can also keep the normal map format at the default setting, DirectX. If you are exporting textures for the Unreal Engine, you will need to compute the tangent space for the fragment, but if not, this can be left unchecked.
You can also import any baked content you have created outside of Painter, or you can use the integrated baker in Substance Painter. Once you have set up your project, simply click 'OK', and Substance Painter will build the project for you.
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Selecting Unreal Engine in the export dialogue
To apply textures in Unreal Engine from Substance Painter, you must first export the textures from Substance Painter. To do this, go to "File > Export Textures" (Ctrl + Shift + E). You will get three different textures: Colour, Normal Map, and a packed texture that contains Ambient Occlusion, Roughness, and Metallic.
After texturing your mesh in Substance Painter, you will need to select Unreal Engine in the export dialogue. To do this, follow these steps:
- In the Export dialogue, scroll down until you find "Unreal Engine 4 Packed."
- Set your desired resolution (e.g., 4K).
- Click on "Export."
- Import the FBX file and the exported textures into Unreal Engine 4. The normal map should be recognised automatically, but you will need to manually import the other texture containing metallic, roughness, and ambient occlusion.
By following these steps, you can successfully select Unreal Engine in the export dialogue when exporting textures from Substance Painter.
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Using a Substance Painter plugin
To apply textures in Unreal Engine from Substance Painter, you can use a Substance Painter plugin. This plugin allows you to export textures from Substance Painter and automatically import them into an open Unreal Engine project.
First, ensure that you have installed the Substance Painter plugin. The plugin should be placed in the Substance Painter plugin folder. The default path for this folder is C:\Users\username\Documents\Adobe\Adobe Substance 3D Painter\plugins. Alternatively, the path can be defined by the environment variable 'SUBSTANCE_PAINTER_PLUGINS_PATH'.
Once the plugin is installed, open your Substance Painter project and export your textures. To do this, go to File > Export Textures (Ctrl + Shift + E). You will need to define the exported texture resolution size, which should be based on the Texture Set Size you were working with in Substance Painter.
After exporting your textures, open the Unreal Engine project where you want to import them. Make sure your Substance plugin is enabled. Go to File > Send To > Send To Unreal Engine. By default, this will send the textures to the first instance of the Unreal Editor found on your computer.
In Substance Painter, go to Window > Views > Send To Unreal Engine. A panel will open, allowing you to select the Unreal Editor you want to send the textures to. If you have multiple Unreal projects open, you can choose the specific project you want to import the textures into.
The plugin will then automatically import the textures into your Unreal Engine project. The textures will be imported into the Content folder in the Unreal project. You can define the import location using the 'UE Content Path'.
With the Substance Painter plugin, you can streamline the process of transferring textures from Substance Painter to Unreal Engine, making it more efficient to work with these two tools together.
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Frequently asked questions
To export textures from Substance Painter, go to File > Export Textures (Ctrl + Shift + E). You will get three different textures: Colour, Normal Map, and a packed texture that contains Ambient Occlusion, Roughness, and Metallic.
You should export your HIGH POLY mesh as an .fbx file and your LOW POLY mesh as an .fbx file. You should also export your texture maps (albedo, roughness, metallic, normal, etc.).
After exporting your textures, import the .fbx file and the exported textures into Unreal Engine. The normal map should be automatically recognised, but you will need to create a material based on the other textures.
Yes, there is a Substance Painter plugin called substance_painter2ue that can export textures and automatically import them into an open Unreal Editor project.











































