
When using Substance Painter, you might encounter issues with texture size, such as pixelation when working with high-resolution textures. To change the texture set size, you can adjust the texture resolution in the Texture Set Settings. This can be done either by selecting the desired resolution from the Size option or by modifying it through the Texture Set List. Additionally, when working with .sbsar files from Substance Designer, you can set the image size on the root node and adjust the output size under the base parameters. However, it's important to note that upscaling an image might not yield realistic results, and downscaling could be a better approach.
| Characteristics | Values |
|---|---|
| Texture resolution | Can be selected from the Size option or changed from the Texture Set List |
| Projection | UV projection or Tri-Planar projection |
| Tiling | Can be changed to fit the desired size when using UV projection |
| Tri-Planar projection | Can be resized using hotkeys W, E, R for Move, Rotate, and Scale |
| Image size | Can be set on the root node and changed on child nodes |
| Image up-scaling | May result in a pixelated texture |
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What You'll Learn

Change texture resolution from the Texture Set List
The Texture Set settings in Substance 3D Painter allow you to control the parameters of the currently selected Texture Set. This is where you can manage the resolution, channels, and associated mesh maps. To change the texture resolution, follow these steps:
- Access the Texture Set Settings: Open the Texture Set List and locate the settings option. Here, you can adjust the parameters of the selected Texture Set.
- Modify the Resolution: Within the Texture Set Settings, you will find options to adjust the resolution. You can increase or decrease the resolution as per your requirements. Experiment with different resolutions to find the optimal setting for your project.
- Understand Mesh Maps: Mesh maps are baked textures specific to the mesh and Texture Set. They enhance the quality of texturing using filters, Smart Materials, and Smart Masks. When changing the texture resolution, consider the impact on mesh maps and how they will be applied.
- Utilize Projections: When resizing textures, you can use different projections. UV projection allows you to adjust tiling to fit your desired size. Alternatively, Tri-Planar projection offers hotkeys for moving, rotating, and scaling, giving you precise control over resizing.
- Manage Channels: The Texture Set List lets you modify the list by adding or removing channels. Channels determine how baked textures (mesh maps) are combined, influencing the final appearance of your textures. Adjust channels to fine-tune your texture resolution.
- Baking and Documentation: Refer to the baking documentation provided by Substance 3D Painter to understand the process of baking textures and the various settings involved. Baking plays a crucial role in determining the final texture resolution and its application to your 3D models.
By following these steps and experimenting with different settings, you can change the texture resolution from the Texture Set List in Substance 3D Painter. Remember to consider the impact of resolution changes on the overall quality and appearance of your textures.
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Use UV projection or Tri-Planar projection
To change the texture set size in Substance Painter, you can use either UV projection or Tri-Planar projection. These are two different methods for projecting or applying materials onto a model.
UV projection works by cutting seams into the 3D model and flattening it out into a 2D space, known as UVW coordinates or UVs. The material textures are then projected onto these flattened UVs, acting as a map between the 2D image and the 3D surface of the model. This method offers precise control over seams and allows for localized texture details in specific areas of the model, such as decals or labels. To use UV projection in Substance Painter, go to the properties of the layer and select UV projection. You can then adjust the tiling to fit your desired size.
On the other hand, Tri-Planar projection does not rely on the object having UVs. Instead, the material is projected onto the surface of the model from three planes: the X, Y, and Z axes. While this method creates seams wherever the planes meet, they can be blended together in real time, resulting in sharper or blurrier seams. Tri-Planar projection is best suited for materials with natural noise and variation, such as rocks, wood, metal, plaster, and plastics, papers. It is also faster and easier when precise seams or localized texture details are not required. To use Tri-Planar projection in Substance Painter, go to Painter > Painting > Fill Projections > Tri-Planar projection. You can then use the hotkeys W, E, R for Move, Rotate, and Scale, and resize the gizmo to your desired dimensions.
The choice between UV and Tri-Planar projection depends on the specific requirements of your project. If you need precise control over seams and localized texture details, UV projection is the way to go. On the other hand, if you want a faster and easier method for seamless, repeating textures with natural noise, Tri-Planar projection is the better option.
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Adjust tiling to fit your desired size
Tiling is a method of repeating a texture horizontally and vertically to cover large geometry surfaces. Tiling textures are ideal for walls, floors, ceilings, landscapes, or any continuous large surface. You can create seamless, tiling textures right inside Substance Painter, and there are two methods to do so.
The first method involves creating your own tiling plane in a 3D modelling application, exporting it, and then importing it into Substance Painter. You can create a single quad with dimensions such as 900x900, which will make each quad 300x300cm—a good standard wall size. This gives the most accurate size to determine the scale of the tiling textures. Select the plane and, in the UV Editor, go to Modify > Unitize. This will place each quad to fill the entire 0-1 UV space so that the texture can tile. Export the plane as an FBX file, then import the tiling plane into Substance Painter. Under Display Settings, change the Environment Map to Studio White Soft or another neutral HDRI.
The second method involves applying any Standard Material to your plane to see how it will tile. If you are going to apply Smart Materials, you will need to bake mesh maps first. Go to the Baking Menu (F8) and choose Bake Mesh Maps with the default settings. After baking the mesh maps, drag and drop any Smart Material onto your plane to see how it will tile. You can adjust any layers to make changes. You can now use this plane for any future tiling texture work.
Additionally, Sampler's filters are designed so that they don't break tiling materials. This means that once the underlying material tiles, you can continue working with filters and Sampler's included materials, and your material will still tile. You can use the Tiling filter or the Make it Tile filter to make your material tileable.
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Change image size in root node
To change the image size in the root node in Substance Painter, you must first understand how the root node functions and how it relates to image size. The root node is the top-level node in the designer, which means it is the final point of export.
To change the image size in the root node, you can adjust the relative modifiers for Width and Height. Setting these modifiers to 0 will result in no upscaling, keeping the original image size.
Additionally, the Output Size property plays a crucial role in determining the final image size. The Output Size property can be found in the Base parameters section of the Properties panel. By default, the inheritance method for the Output Size property is set to Absolute for Bitmap nodes. However, when using a Relative to... inheritance method, the value is expressed as a modifier relative to the inherited logarithmic value. Each step above or below the default value of 0 will result in a doubling or halving of the resolution.
It is recommended to maintain a minimum resolution of 16x16 in Substance graphs, as lower resolutions can lead to decreased performance due to the specific implementation of the Substance engine.
By understanding and manipulating these settings, you can effectively change the image size in the root node of Substance Painter.
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Export parameter to change size in Unity
To change the texture set size in Substance Painter, you must first understand the projection types available. The two main types are UV projection and Tri-Planar projection. With UV projection, you can change the tiling to fit your desired size. For Tri-Planar projection, you can use the hotkeys W, E, R for Move, Rotate, and Scale, respectively, and then click and resize the gizmo to your desired size.
When exporting to Unity, you may encounter instances where the texture size seems stuck at a lower resolution, such as 512x512, even though the original substance was created at a higher resolution, like 4096x4096. To address this issue, you can export the parameter to change the size directly in Unity.
In Substance Designer, navigate to the root node of your substance, which is the top-level node that gets exported. Here, you'll find the base parameters, including the output size, typically in the top-right corner. Set the image size to your desired dimensions at the root node. Similarly, adjust the settings for the child nodes, setting them to the parent node's values.
By exporting the parameter, you enable the flexibility to modify the texture size in Unity without being restricted to the default maximum export size limitations, such as 2048x2048 for .sbsar files. This approach ensures that you can work with higher resolutions and make adjustments within Unity to suit your specific needs.
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Frequently asked questions
To change the texture set size in Substance Painter, you need to adjust the texture resolution. You can do this by going to the Size option and selecting your desired resolution. You can also change the texture resolution from the Texture Set List.
Yes, you can change the texture resolution at the beginning of creation or later on. However, some users have reported issues with texture quality when changing the resolution from a lower value to a higher one, such as from 256x256 to 2K.
To change the texture size of a .sbsar file, you need to set the image size on the root node and set the child nodes to the parent node. You can find this under the base parameters in the output size at the top right.
To resize textures to fit your model, go to the properties of the layer and change the projection. You can use UV projection or Tri-Planar projection. With UV projection, you can change the tiling to fit your desired size. With Tri-Planar projection, you can use the hotkeys W, E, and R to move, rotate, and scale the texture to your desired size.











































