Install Substance 3d Texturing
Pick your agent. Every command is ready to paste.
npx skills add freshtechbro/claudedesignskills --skill substance-3d-texturingThe open skills CLI detects your agents (Claude Code, Cursor, Codex and 70+ more) and installs to the right folder. Add -g to install globally.
01
Install it
Run the command above, or upload the folder in Claude.
02
Ask naturally
Describe the task. Your agent loads substance-3d-texturing when the request matches its description.
03
Name it if needed
If it does not trigger, say “use the substance-3d-texturing skill”. In Codex, type $substance-3d-texturing.
Substance 3D Texturing
Overview
Master PBR (Physically Based Rendering) texture creation and export workflows for web and real-time engines. This skill covers Substance 3D Painter workflows from material creation through web-optimized texture export, with Python automation for batch processing and integration with WebGL/WebGPU engines.
Key capabilities:
- PBR material authoring (metallic/roughness workflow)
- Web-optimized texture export (glTF, Three.js, Babylon.js)
- Python API automation for batch export
- Texture compression and optimization for real-time rendering
Core Concepts
PBR Workflow
Substance 3D Painter uses the metallic/roughness PBR workflow with these core channels:
Base Texture Maps:
baseColor(Albedo) - RGB diffuse color, no lighting informationnormal- RGB normal map (tangent space)metallic- Grayscale metalness (0 = dielectric, 1 = metal)roughness- Grayscale surface roughness (0 = smooth/glossy, 1 = rough/matte)
Additional Maps:
ambientOcclusion(AO) - Grayscale cavity/occlusionheight- Grayscale displacement/heightemissive- RGB self-illuminationopacity- Grayscale transparency
Export Presets
Substance 3D Painter includes built-in export presets for common engines:
- PBR Metallic Roughness - Standard glTF/WebGL format
- Unity HDRP/URP - Unity pipelines
- Unreal Engine - UE4/UE5 format
- Arnold (AiStandard) - Renderer-specific
For web engines, PBR Metallic Roughness is the universal standard.
Texture Resolution
Common resolutions for web (powers of 2):
- 512×512 - Low detail props, mobile
- 1024×1024 - Standard props, characters
- 2048×2048 - Hero assets, close-ups
- 4096×4096 - Showcase quality (use sparingly)
Web optimization rule: Start at 1024×1024, scale up only when texture detail is visible.
Common Patterns
1. Basic Web Export (Three.js/Babylon.js)
Manual export workflow for single texture set:
Steps:
- File → Export Textures
- Select preset: "PBR Metallic Roughness"
- Configure export:
- Output directory: Choose target folder
- File format: PNG (8-bit) for web
- Padding: "Infinite" (prevents seams)
- Resolution: 1024×1024 (adjust per asset)
- Export
Result files:
MyAsset_baseColor.png
MyAsset_normal.png
MyAsset_metallicRoughness.png // Packed: R=nothing, G=roughness, B=metallic
MyAsset_emissive.png // Optional
Three.js usage:
import * as THREE from 'three';
const textureLoader = new THREE.TextureLoader();
const material = new THREE.MeshStandardMaterial({
map: textureLoader.load('MyAsset_baseColor.png'),
normalMap: textureLoader.load('MyAsset_normal.png'),
metalnessMap: textureLoader.load('MyAsset_metallicRoughness.png'),
roughnessMap: textureLoader.load('MyAsset_metallicRoughness.png'),
aoMap: textureLoader.load('MyAsset_ambientOcclusion.png'),
});
2. Batch Export with Python API
Automate export for multiple texture sets:
import substance_painter.export
import substance_painter.resource
import substance_painter.textureset
# Define export preset
export_preset = substance_painter.resource.ResourceID(
context="starter_assets",
name="PBR Metallic Roughness"
)
# Configure export for all texture sets
config = {
"exportShaderParams": False,
"exportPath": "C:/export/web_textures",
"defaultExportPreset": export_preset.url(),
"exportList": [],
"exportParameters": [{
"parameters": {
"fileFormat": "png",
"bitDepth": "8",
"dithering": True,
"paddingAlgorithm": "infinite",
"sizeLog2": 10 // 1024×1024
}
}]
}
# Add all texture sets to export list
for texture_set in substance_painter.textureset.all_texture_sets():
config["exportList"].append({
"rootPath": texture_set.name()
})
# Execute export
result = substance_painter.export.export_project_textures(config)
if result.status == substance_painter.export.ExportStatus.Success:
for stack, files in result.textures.items():
print(f"Exported {stack}: {len(files)} textures")
else:
print(f"Export failed: {result.message}")
3. Resolution Override per Asset
Export different resolutions for different assets (e.g., hero vs. background):
config = {
"exportPath": "C:/export",
"defaultExportPreset": export_preset.url(),
"exportList": [
{"rootPath": "HeroCharacter"}, # Will use 2048 (override below)
{"rootPath": "BackgroundProp"} # Will use 512 (override below)
],
"exportParameters": [
{
"filter": {"dataPaths": ["HeroCharacter"]},
"parameters": {"sizeLog2": 11} # 2048×2048
},
{
"filter": {"dataPaths": ["BackgroundProp"]},
"parameters": {"sizeLog2": 9} # 512×512
}
]
}
4. Custom Export Preset (Separate Channels)
Create custom preset to export metallic and roughness as separate files:
custom_preset = {
"exportPresets": [{
"name": "WebGL_Separated",
"maps": [
{
"fileName": "$textureSet_baseColor",
"channels": [
{"destChannel": "R", "srcChannel": "R", "srcMapType": "documentMap", "srcMapName": "baseColor"},
{"destChannel": "G", "srcChannel": "G", "srcMapType": "documentMap", "srcMapName": "baseColor"},
{"destChannel": "B", "srcChannel": "B", "srcMapType": "documentMap", "srcMapName": "baseColor"}
]
},
{
"fileName": "$textureSet_normal",
"channels": [
{"destChannel": "R", "srcChannel": "R", "srcMapType": "documentMap", "srcMapName": "normal"},
{"destChannel": "G", "srcChannel": "G", "srcMapType": "documentMap", "srcMapName": "normal"},
{"destChannel": "B", "srcChannel": "B", "srcMapType": "documentMap", "srcMapName": "normal"}
]
},
{
"fileName": "$textureSet_metallic",
"channels": [
{"destChannel": "R", "srcChannel": "R", "srcMapType": "documentMap", "srcMapName": "metallic"}
],
"parameters": {"fileFormat": "png", "bitDepth": "8"}
},
{
"fileName": "$textureSet_roughness",
"channels": [
{"destChannel": "R", "srcChannel": "R", "srcMapType": "documentMap", "srcMapName": "roughness"}
],
"parameters": {"fileFormat": "png", "bitDepth": "8"}
}
]
}]
}
config = {
"exportPath": "C:/export",
"exportPresets": custom_preset["exportPresets"],
"exportList": [{"rootPath": "MyAsset", "exportPreset": "WebGL_Separated"}]
}
5. Mobile-Optimized Export
Aggressive compression for mobile WebGL:
mobile_config = {
"exportPath": "C:/export/mobile",
"defaultExportPreset": export_preset.url(),
"exportList": [{"rootPath": texture_set.name()}],
"exportParameters": [{
"parameters": {
"fileFormat": "jpeg", # JPEG for baseColor (lossy but smaller)
"bitDepth": "8",
"sizeLog2": 9, # 512×512 maximum
"paddingAlgorithm": "infinite"
}
}, {
"filter": {"outputMaps": ["$textureSet_normal", "$textureSet_metallicRoughness"]},
"parameters": {
"fileFormat": "png" # PNG for data maps (need lossless)
}
}]
}
Post-export: Use tools like pngquant or tinypng for further compression.
6. glTF/GLB Integration
Export textures for glTF 2.0 format:
gltf_config = {
"exportPath": "C:/export/gltf",
"defaultExportPreset": substance_painter.resource.ResourceID(
context="starter_assets",
name="PBR Metallic Roughness"
).url(),
"exportList": [{"rootPath": texture_set.name()}],
"exportParameters": [{
"parameters": {
"fileFormat": "png",
"bitDepth": "8",
"sizeLog2": 10, # 1024×1024
"paddingAlgorithm": "infinite"
}
}]
}
# After export, reference in glTF:
# {
# "materials": [{
# "name": "Material",
# "pbrMetallicRoughness": {
# "baseColorTexture": {"index": 0},
# "metallicRoughnessTexture": {"index": 1}
# },
# "normalTexture": {"index": 2}
# }]
# }
7. Event-Driven Export Plugin
Auto-export on save using Python plugin:
import substance_painter.event
import substance_painter.export
import substance_painter.project
def auto_export(e):
if not substance_painter.project.is_open():
return
config = {
"exportPath": substance_painter.project.file_path().replace('.spp', '_textures'),
"defaultExportPreset": substance_painter.resource.ResourceID(
context="starter_assets", name="PBR Metallic Roughness"
).url(),
"exportList": [{"rootPath": ts.name()} for ts in substance_painter.textureset.all_texture_sets()],
"exportParameters": [{
"parameters": {"fileFormat": "png", "bitDepth": "8", "sizeLog2": 10}
}]
}
substance_painter.export.export_project_textures(config)
print("Auto-export completed")
# Register event
substance_painter.event.DISPATCHER.connect(
substance_painter.event.ProjectSaved,
auto_export
)
Integration Patterns
Three.js + React Three Fiber
Use exported textures in R3F:
import { useTexture } from '@react-three/drei';
function TexturedMesh() {
const [baseColor, normal, metallicRoughness, ao] = useTexture([
'/textures/Asset_baseColor.png',
'/textures/Asset_normal.png',
'/textures/Asset_metallicRoughness.png',
'/textures/Asset_ambientOcclusion.png',
]);
return (
<mesh>
<boxGeometry />
<meshStandardMaterial
map={baseColor}
normalMap={normal}
metalnessMap={metallicRoughness}
roughnessMap={metallicRoughness}
aoMap={ao}
/>
</mesh>
);
}
See react-three-fiber skill for advanced R3F material workflows.
Babylon.js PBR Materials
import { PBRMaterial, Texture } from '@babylonjs/core';
const pbr = new PBRMaterial("pbr", scene);
pbr.albedoTexture = new Texture("/textures/Asset_baseColor.png", scene);
pbr.bumpTexture = new Texture("/textures/Asset_normal.png", scene);
pbr.metallicTexture = new Texture("/textures/Asset_metallicRoughness.png", scene);
pbr.useRoughnessFromMetallicTextureAlpha = false;
pbr.useRoughnessFromMetallicTextureGreen = true;
pbr.useMetallnessFromMetallicTextureBlue = true;
See babylonjs-engine skill for advanced PBR workflows.
GLTF Export Pipeline
- Export textures from Substance (as above)
- Export model from Blender with glTF exporter
- Reference Substance textures in
.gltfJSON - Use
gltf-pipelinefor Draco compression:
gltf-pipeline -i model.gltf -o model.glb -d
See blender-web-pipeline skill for complete 3D asset pipeline.
Performance Optimization
Texture Size Budget
Desktop WebGL: ~100-150MB total texture memory Mobile WebGL: ~30-50MB total texture memory
Budget per asset:
- Background/props: 512×512 (1MB per texture × 4 maps = 4MB)
- Standard assets: 1024×1024 (4MB per texture × 4 maps = 16MB)
- Hero assets: 2048×2048 (16MB per texture × 4 maps = 64MB)
Compression Strategies
- JPEG for baseColor (70-80% quality) - 10× smaller than PNG
- PNG-8 for data maps (normal, metallic, roughness) - lossless required
- Basis Universal (
.basis) - GPU texture compression (90% smaller) - Texture atlasing - Combine multiple assets into single texture
Channel Packing
Pack grayscale maps into RGB channels to reduce texture count:
Packed ORM (Occlusion-Roughness-Metallic):
- Red: Ambient Occlusion
- Green: Roughness
- Blue: Metallic
Export in Substance:
orm_map = {
"fileName": "$textureSet_ORM",
"channels": [
{"destChannel": "R", "srcChannel": "R", "srcMapType": "documentMap", "srcMapName": "ambientOcclusion"},
{"destChannel": "G", "srcChannel": "R", "srcMapType": "documentMap", "srcMapName": "roughness"},
{"destChannel": "B", "srcChannel": "R", "srcMapType": "documentMap", "srcMapName": "metallic"}
]
}
Mipmaps
Always enable mipmaps in engine for textures viewed at distance:
// Three.js (automatic)
texture.generateMipmaps = true;
// Babylon.js
texture.updateSamplingMode(Texture.TRILINEAR_SAMPLINGMODE);
Common Pitfalls
1. Wrong Color Space for BaseColor
Problem: BaseColor exported in linear space looks washed out.
Solution: Substance exports baseColor in sRGB by default (correct). Ensure engine uses sRGB:
// Three.js
baseColorTexture.colorSpace = THREE.SRGBColorSpace;
// Babylon.js (automatic for albedoTexture)
2. Normal Map Baking Issues
Problem: Normal maps show inverted or incorrect shading.
Solution:
- Verify tangent space normal format (DirectX vs. OpenGL Y-flip)
- Substance uses OpenGL (Y+), same as glTF standard
- If using DirectX engine, flip green channel in export
3. Metallic/Roughness Channel Order
Problem: Metallic/roughness texture has swapped channels.
Solution: Default Substance export:
- Blue channel = Metallic
- Green channel = Roughness
- Matches glTF 2.0 specification
4. Padding Artifacts at UV Seams
Problem: Black or colored lines appear at UV seams.
Solution: Set padding algorithm to "infinite" in export settings:
"paddingAlgorithm": "infinite"
5. Oversized Textures for Web
Problem: 4K textures cause long load times and memory issues on web.
Solution:
- Default to 1024×1024 for web
- Use 2048×2048 only for hero assets viewed close-up
- Implement LOD system with multiple resolution sets
6. Missing AO Map in Engine
Problem: AO map exported but not visible in engine.
Solution:
- Three.js: Requires second UV channel (
geometry.attributes.uv2) - Babylon.js: Set
material.useAmbientOcclusionFromMetallicTextureRed = true - Alternative: Bake AO into baseColor in Substance
Resources
See bundled resources for complete workflows:
- references/python_api_reference.md - Complete Substance Painter Python API
- references/export_presets.md - Built-in and custom export preset catalog
- references/pbr_channel_guide.md - Deep dive into PBR texture channels
- scripts/batch_export.py - Batch export all texture sets
- scripts/web_optimizer.py - Post-process textures for web (resize, compress)
- scripts/generate_export_preset.py - Create custom export preset JSON
- assets/export_templates/ - Pre-configured export presets for Three.js, Babylon.js, Unity
Related Skills
- blender-web-pipeline - Complete 3D model → texture → web pipeline
- threejs-webgl - Loading and using PBR textures in Three.js
- react-three-fiber - R3F material workflows with Substance textures
- babylonjs-engine - Babylon.js PBR material system integration
Tips for Substance 3d Texturing
- • Start a fresh session after installing so your agent picks up the new skill.
- • This skill ships scripts. Read them before the first run, and run it in a project without secrets first.
- • It bundles reference files. The agent reads them only when needed, so they cost no context until then.
- • It is part of a pack with 23 skills. Install only the ones you need with --skill to keep triggers precise.
- • If two skills overlap, mention the one you want by name.
Questions about Substance 3d Texturing
What does the Substance 3d Texturing skill do?
Comprehensive skill for Adobe Substance 3D Painter texturing and material creation workflow. Use this skill when creating PBR materials, exporting textures for web/game engines, optimizing 3D assets for real-time rendering, or automating texture workflows. Triggers on tasks involving Substance 3D Painter, PBR texturing, material creation, texture export for Three.js, Babylon.js, Unity, Unreal, glTF optimization, or P
How do I install Substance 3d Texturing?
Run "npx skills add freshtechbro/claudedesignskills --skill substance-3d-texturing" in your project. The skills CLI installs it for Claude Code, Cursor, Codex and 70+ other agents. In Claude on the web, upload the skill folder as a ZIP under Customize > Skills.
Does Substance 3d Texturing work in Cursor and Codex?
Yes. Substance 3d Texturing uses the open SKILL.md format, so it works in Claude Code, Claude, Cursor, OpenAI Codex, Gemini CLI, GitHub Copilot and other agents that support agent skills.
Is Substance 3d Texturing free?
Substance 3d Texturing is open source on GitHub under the MIT license. It is free to install; check the license before commercial use.
Who made Substance 3d Texturing?
Substance 3d Texturing is published by freshtechbro in the freshtechbro/claudedesignskills repository, together with 22 other skills.




