
Texturing large objects in Substance Painter can be a challenging task, but with the right tools and techniques, it can be done efficiently and effectively. One of the main challenges when working with large scales is the issue of tiling, which can be noticeable and detract from the overall appearance. To overcome this, it is recommended to create custom materials with varied tile scales and additional layers of grunge and dirt to mask the repetition. Another approach is to use UDIMs and multiple tiles to increase resolution and manipulate UVs to reduce the visibility of tiling. Correct texel density is crucial, and while it is not a strict requirement, balancing it with wasted black pixel space is essential to avoid pixelation. Additionally, separating materials with distinct characteristics, such as cloth and metal, can enhance realism and allow for specific effects like sub-surface scattering. Substance Painter's versatility in converting textures for different software and its automatic handling of technical aspects empower creators to focus on their artistic vision.
Characteristics and Values Table for Texturing Large Objects in Substance Painter
| Characteristics | Values |
|---|---|
| Texel Density | Not a 100% must, but a guide. Scaling up smaller items to avoid pixelation is a good practice. |
| Tiling | A common issue when working with large scales. Using different tile scales or no tiling for additional layers can help hide repetition. |
| UV unwrapping | Required for Substance Painter. Auto-Unwrap should be deactivated, and Template set to Metallic Roughness. |
| Baking | Essential step before starting. Bake Mesh Maps by going to Texture Set Settings and scrolling down. Baking creates extra maps for software to interpret edges and occlusion. |
| Materials | Creating custom materials for large objects is an option, but pre-made materials for large scales are uncommon. |
| UDIM | Using UDIM can help manage large objects and landscapes by splitting them into multiple objects with higher resolution. |
| Texture Split | Separating materials with distinct properties, like cloth and metal, can benefit from a texture split and shader split for effects like sub-surface scattering. |
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What You'll Learn

Use pre-made materials for large scales
When texturing large objects in Substance Painter, one approach to save time is to use pre-made materials designed for large scales. While these materials can be challenging to find, they can streamline your workflow by eliminating the need to create materials from scratch.
Substance Painter offers a versatile platform that allows you to import and convert materials from other software, such as Octane, standard renderers, Redshift, or Unreal Engine. This means that if you have a suitable material from one of these software packages, you can easily adapt it for your large-scale project in Substance Painter.
Another option is to explore online communities and marketplaces that cater to 3D artists. These platforms often feature pre-made materials that can be purchased or downloaded, saving you the time and effort of creating them from scratch. It is worth noting that finding materials specifically designed for large scales can be uncommon, so you may need to adapt or combine multiple materials to achieve the desired effect.
When using pre-made materials, it is important to consider the texel density to ensure consistent and high-quality results across your large object. Texel density refers to the number of texels, or texture elements, per unit area. By adjusting the texel density, you can control the level of detail in different areas of your object. For instance, you can increase the texel density in areas that require finer details and decrease it in areas with simpler geometries.
Additionally, when working with pre-made materials, you may need to apply additional layers of effects, such as grunge and dirt, to mask the repetition of tiling. This technique can help break up the uniformity of the texture and make the transitions between tiles less noticeable. By exporting the painted texture maps, you can then apply them to your large-scale model, ensuring a seamless and realistic appearance.
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Create your own large-scale materials
To create your own large-scale materials in Substance Painter, you can follow these steps:
First, open Substance Painter and begin by importing your resources, or "texture maps," that you want to use. Label them as textures and decide whether to save them for all projects or just the active one. Next, add these textures to the appropriate channel attributes of your layer. For example, if you have a normal or emissive texture map, ensure that these channels are turned on.
Once your channels are set up, you can start dragging your texture files over. Navigate to your texture folder and drag the appropriate files into your project. You can also create materials inside Painter with a fill layer, but for more control and advanced materials, you can use Substance 3D Designer or Substance 3D Sampler. These external tools offer more customization options and allow you to create unique materials with mesh-specific details.
Additionally, consider using Smart Materials, which are presets for whole layer stacks and can be reused. To create a Smart Material, ensure everything is inside a Layer Group, then right-click that group and choose "Create Smart Material." Keep in mind that Smart Materials should not include painting, as it won't look correct when used with other meshes.
Another approach is to use Substance Designer or download materials from other sources to achieve maximum customization. You can also create new materials by adjusting parameters and settings or importing and combining existing content.
Finally, don't forget that you can always adjust the scale, rotation, and other attributes of your materials once you apply them to an object. This allows you to fine-tune your large-scale materials to ensure they fit your project's needs.
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Use multiple UDIMs for large objects
Substance Painter already partially supports UDIM workflows (via texture sets) and provides endless ways to create and customize realistic/PBR materials. It is possible to use multiple UDIMs for large objects in Substance Painter.
A building is a collection of many objects, and using multiple UDIMs can get you more resolution. For landscapes, you need to manipulate the UVs in the DCC and use tiled textures. If you rotate and distort the UVs, the tiling becomes less noticeable. Before you import your model into Substance Painter, ensure that your UVs all have the same texel density. This step makes it possible to copy most layers from one UDIM tile to another, where you can make final adjustments to account for seams and borders between different parts of the model.
Texel density is a guide, not a 100% must. For items smaller than the main bigger shape, you can eyeball and scale those UV islands up a bit until they get decent enough detail and don't get pixelated. You can also use triplanar projection in SP to work around density inconsistency. Sometimes, there is a good material break, and separating the areas makes sense, like cloth interiors and hard metal plates. They might both benefit from a texture split.
To export/import a model with multiple UV sets for painting with Blender, separate the objects according to your UV sets, and assign them individual materials, naming them according to your UV sets.
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Balance texel density and black pixel space
When texturing large objects in Substance Painter, it is important to balance texel density and black pixel space. Texel density refers to the number of texels (texture elements) per unit area, and it determines the level of detail in a texture. A higher texel density means a higher resolution texture with more detail.
However, creating a high-resolution texture for a large object can result in a huge texture size, which can be inefficient and lead to performance issues. This is where balancing texel density and black pixel space comes into play. Black pixel space refers to the unused areas in a texture map. By optimizing the UV layout and scaling the UV islands, you can minimize wasted black pixel space and improve the efficiency of your texture maps.
For example, consider a vehicle model with multiple objects of varying sizes. The hull of the vehicle is the largest object and takes up a significant amount of UV space. If you apply the same texel density to a smaller object, it will have a much smaller UV area and may become pixelated or indistinguishable. In this case, you can manually adjust the UV islands of the smaller objects to increase their texel density and ensure they have sufficient detail.
To balance texel density and black pixel space effectively, you can use techniques such as texture splitting, tiling textures, or utilizing multiple textures for different areas of the object. You can also consider using UDIMs (Universal Scene Description Texture Mapping) to handle large textures and avoid the limitations of the default UV space in Substance Painter. Additionally, triplanar projection can be used to work around density inconsistencies and create seamless textures.
By carefully considering the balance between texel density and black pixel space, you can create high-quality textures for large objects in Substance Painter while optimizing texture size and maintaining performance.
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Bake your model
Baking refers to the action of transferring mesh-based information into textures. This information is then read by shaders and/or Substance filters to perform advanced effects.
To bake your model in Substance Painter, follow these steps:
First, import your low-poly mesh into Substance Painter. This will serve as the base model for your project. Ensure that your low-poly mesh has clean and non-overlapping UVs to avoid texture stretching and artifacts.
Next, prepare your high-poly model, which will provide the details that will be baked onto the low-poly mesh. It is important to use consistent naming conventions for your high-poly and low-poly models to streamline the baking process.
Create a new project in Substance Painter and select your low-poly mesh as the base model. Navigate to the ""Bake Mesh Maps" option, where you will set the parameters for the baking process. Adjust the settings according to your needs, including output size, anti-aliasing, and dilation width.
Choose how the high-poly details should be transferred to the low-poly mesh. A commonly used method is "By Mesh Name," which ensures that corresponding parts of the meshes are correctly aligned.
Once you have set up the baking parameters, click the "Bake" button. Substance Painter will process the high-poly details and apply them to your low-poly mesh. This process involves saving information from the high-poly mesh, which has a high level of detail, to the low-poly mesh, which has lower performance costs.
After the baking process is complete, you can refine and apply additional textures. Use Substance Painter's painting tools to add base colours and fine details. Define the material properties of your mesh, such as glossiness and metallicity, with Roughness/Metallic Maps.
Finally, test your baked textures in your target environment, such as a game engine, to ensure they meet your visual and performance goals. Regular testing will help you identify and resolve any artifacts or errors that may occur during the baking process.
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Frequently asked questions
Tiling is a common problem when working with large scales. To avoid this, you can create a material yourself and tile it within Substance Painter. You can then add layers of grunge and dirt with different tile scales to hide the repetition of tiling. Alternatively, you can use UDIMs or switch to Mari.
You can eyeball and scale the UV islands of smaller items until they have enough detail and don't become pixelated. You can also balance texel density with wasted black pixel space on the texture.
You can copy the layer and mask with a different noise to combat tiling. You can also use decals and hovering planes to pack in details.











































