yelzkizi How to Create Professional Textures and Materials with Blender and Substance Painter

Blender and the latest Substance 3D Painter make a powerful duo for crafting high-quality textures and materials. By leveraging Blender for modeling, UV unwrapping, and rendering (with Eevee for real-time or Cycles for ray-traced output) and using Substance Painter for advanced texture painting, 3D artists can achieve truly professional results. This article will explore the optimal workflows between Blender and Substance Painter, covering everything from model preparation and UV techniques to baking, exporting PBR maps, and troubleshooting common issues. Whether you’re targeting photorealistic Cycles renders or game-ready assets, the tips below will help you create materials that look great and real-time engines. Let’s dive in!

How do I create professional textures using Blender and Substance Painter?

Creating professional textures involves using the right tools for each part of the process. Blender provides a robust foundation for modeling and rendering, while Substance Painter offers a specialized environment for painting detailed, physically-based textures. A typical pro workflow is:

  • Model and UV in Blender: Start by modeling your 3D asset in Blender and unwrap its UVs cleanly (more on UV techniques later). Blender’s modeling tools (including sculpting for high-poly detail) and UV editor lay the groundwork.
  • Texture in Substance Painter: Export the model to Substance Painter to paint textures. Substance Painter is an industry-standard PBR texturing tool, prized for its ease of use and powerful material painting features. Compared to Blender’s built-in texture painting, Substance offers more comfort and advanced tools (layers, masks, smart materials) for achieving realistic or stylized effects. Many professional artists find that while you can paint textures in Blender, Substance Painter is “much more comfortable” and efficient for complex texturing tasks. It’s designed to create any texture you can imagine, and is widely used in game and film production
  • Bring textures back to Blender: Once the textures (diffuse/base color, normal, roughness, etc.) are created in Substance, you import them into Blender and apply them to your model using the Principled BSDF shader (which is fully compatible with Substance’s PBR outputs). Blender’s Principled shader was literally built to use PBR texture maps, meaning textures from Substance Painter plug straight in.
  • Render or export: Finally, render in Blender (Cycles can deliver photorealism with these textures) or, for game assets, export the textured model from Blender to your game engine. The materials you create are portable.

By combining Blender 4.4’s powerful modeling and rendering capabilities with Substance Painter’s advanced texturing, you get the best of both worlds. Blender handles geometry and final presentation, and Substance ensures your surfaces have the rich detail and realistic material definition expected in professional work. This workflow is commonly used in industry, since Blender is increasingly in pipelines and Substance Painter has become a de facto texturing sol​ution.

In short, yes – you can absolutely create professional, film- or game-quality textures using Blender and Substance Painter together.

Yelzkizi how to create professional textures and materials with blender and substance painter
How to create professional textures and materials with blender and substance painter

What is the best workflow between Blender and Substance Painter?

The best workflow is one that maintains consistency between the two programs and takes advantage of each software’s strengths. Here’s a logical step-by-step pipeline:

  • Modeling in Blender: Create a 3D model in Blender, optionally sculpting a high-poly version for fine details like engravings, and apply scale/rotation (Ctrl+A) to ensure correct export dimensions. This step prepares the mesh for texturing without scaling issues. High-poly models provide details for baking normal maps. Proper transforms prevent texture distortion during import into Substance Painter.
  • Marking Sharp Edges: Mark hard edges as sharp in Blender and enable Auto Smooth with an appropriate angle, aligning UV seams with sharp edges to avoid normal map artifacts. This ensures clean shading on low-poly models, especially for hard surfaces. Sharp edges maintain crisp visual definition. UV seam alignment enhances the quality of normal map bakes.
  • UV Unwrapping in Blender: Unwrap the low-poly model into UV space, placing seams logically to minimize visible cuts and packing islands to maximize texture space without overlaps unless mirroring for symmetry. Good UVs prevent stretching and ensure clean texture application. Seams should be placed in less visible areas. Efficient packing optimizes resolution usage for detailed textures.
  • Assign Materials (if needed): Assign materials in Blender to define multiple texture sets in Substance Painter, using one material for a single set or multiple for distinct parts like body and clothing. This organizes texture sets for Painter’s workflow. Material slots determine Painter’s output structure. Proper assignments simplify texture management and application.
  • Export to Substance Painter: Export the model as FBX (preferred) with -Z Forward, Y Up axis, including normals and smoothing data, ensuring correct orientation and scale in Substance Painter. FBX ensures a smooth data transfer between tools. Proper export settings avoid import issues. Normals maintain consistent shading for texturing.
  • Setting up Substance project: Import the FBX/OBJ into a new Substance Painter project, set the normal map format to OpenGL to match Blender, and prepare for baking with a high-poly mesh if needed. OpenGL alignment ensures normal compatibility. Correct project setup facilitates seamless texturing. Prepares the mesh for detailed painting and baking.
  • Baking in Substance Painter: Bake mesh maps like ambient occlusion, curvature, and normals in Painter, using a high-poly mesh for detail projection, leveraging version 11’s automatic cage generation for improved bake quality. Baking captures geometric details accurately for texturing. Auto-cage reduces projection artifacts. Essential for creating realistic texture effects.
  • Texture Painting in Painter: Paint PBR textures using layers, brushes, smart materials, and masks, leveraging baked maps for realistic effects like edge wear, and match the viewport HDRI to Blender’s for visual consistency. Painter’s tools enable efficient, detailed material creation. HDRI alignment ensures rendering fidelity. Smart masks add lifelike weathering and grime.
  • Exporting Painter: Export textures using the “Blender (Principled BSDF)” preset with OpenGL normals, in PNG or TIFF formats at the working resolution (e.g., 2048×2048 or 4096×4096) for compatibility with Blender’s shader. The preset ensures correct map output for easy setup. OpenGL prevents normal rendering issues. Resolution matches the project’s detail requirements.
  • Importing textures into Blender: Create a material in Blender with the Principled BSDF shader, connecting textures (Base Color as sRGB, others as Non-Color) to corresponding inputs, including Height for displacement if exported. Proper connections ensure accurate material rendering. Color space settings prevent visual errors. The setup mirrors Painter’s viewport appearance.
  • Rendering or Real-time Preview: Render in Blender’s Cycles for high-quality results or preview in Eevee with features like Screen Space Reflections enabled, using lighting similar to Painter’s environment for consistency. Cycles provides precise global illumination. Eevee supports real-time visualization. Consistent lighting ensures material fidelity across tools.
  • Iteration: Adjust textures in Substance Painter or modify the mesh in Blender, re-exporting and reprojecting in Painter if UVs remain unchanged, supporting a flexible, iterative professional workflow. Iteration refines results without extensive rework. UV consistency preserves existing textures. Streamlines adjustments for project polish.

The workflow ensures smooth transitions by using Blender for modeling and rendering and Substance Painter for texturing, with consistent settings like OpenGL normals delivering professional results. This pipeline leverages each tool’s strengths, minimizing issues and producing high-quality materials efficiently.

Yelzkizi how to create professional textures and materials with blender and substance painter
How to create professional textures and materials with blender and substance painter

How do I prepare a 3D model in Blender for texturing in Substance Painter?

Preparing your 3D model properly in Blender before sending it to Substance Painter is crucial. A well-prepared model avoids issues and allows you to focus on painting in Substance. Here are the preparation steps and tips:

  • Apply Scale and Rotation: In Blender’s Object Mode, press Ctrl+A to apply rotation and scale, setting the model’s scale to 1.0 and zeroing rotations to prevent texture flipping or stretching in Substance Painter. This ensures the exported mesh has correct dimensions. Prevents skewing during import into Painter. Essential for maintaining texture alignment across tools.
  • Recalculate Normals: Use Mesh > Normals > Recalculate Outside to ensure all face normals point outward, and clean up unwelded or duplicate vertices to avoid flipped faces or normal issues in Substance Painter. Prevents backface culling hiding faces in Painter. Ensures consistent shading on the model. Maintains mesh integrity for texturing.
  • Shade Smooth and Mark Sharp Edges: Shade the model smooth (Object > Shade Smooth) and mark hard edges as sharp (Edge > Mark Sharp), aligning UV seams with sharp edges and enabling Auto Smooth for proper normal map baking. Enhances shading quality on low-poly models. Prevents artifacts in normal bakes. Aligns with hard surface requirements.
  • Proper Texture Set: Assign distinct materials in Blender for multiple texture sets in Substance Painter (e.g., for body and clothing), or use a single material for one texture set, removing unnecessary temporary materials. Defines how Painter organizes texture sets. Simplifies texturing workflow in Painter. Ensures accurate texture separation for the project.
  • Combine Objects if Needed: Join meshes (Ctrl+J) that share the same material to simplify texture sets in Painter, or keep objects separate if they require distinct textures, such as a character and their weapon. Reduces complexity of texture sets in Painter. Aligns with the intended texturing approach. Optimizes the workflow for efficiency.
  • Clean Up the Mesh: Remove stray vertices, hidden faces, or n-gons (faces with more than 4 sides) if possible, refining topology to prevent baking or painting glitches in Substance Painter. Ensures clean geometry for accurate baking results. Minimizes the risk of bake artifacts. Promotes reliable texturing outcomes.
  • Set Up High-Poly and Low-Poly Naming (if baking details): Name low-poly meshes with _low and high-poly with _high suffixes (e.g., Sword_low, Sword_high) for automatic matching in Painter’s baking, streamlining high-to-low detail projection. Facilitates efficient bake setup in Painter. Enhances accuracy of detail transfer. Follows common industry naming conventions.
  • Consider Triangulating (Optional): Triangulate the low-poly mesh before export using Blender’s Triangulate modifier or FBX export option to match Painter’s internal triangulation, preventing normal map discrepancies in sensitive bakes. Ensures consistent rendering of normal maps. Aligns with game engine triangulation needs. Optional for most models but useful for precision.
  • Freeze Transformations for Export: Position the object at world origin and remove animations or shape keys unless required, ensuring a clean, static mesh export for texturing in Substance Painter. Simplifies the import process into Painter. Avoids unintended transformations affecting texturing. Ensures a predictable setup for painting.
  • Optionally, create an ID map (material color assignments): Assign vertex colors or materials as ID colors in Blender (e.g., red for bolts, blue for panels) for Painter’s color ID mask baking, speeding up material isolation during texturing. Enhances masking efficiency for complex models. Optional but useful for targeted texturing. Simplifies isolating parts in Painter.

Thorough preparation in Blender, focusing on clean geometry, proper UVs, and material setups, ensures a seamless texturing process in Substance Painter. This approach minimizes issues and supports efficient, high-quality results, aligning with standard practices noted by professional artists.

Yelzkizi how to create professional textures and materials with blender and substance painter
How to create professional textures and materials with blender and substance painter

How do I export from Blender to Substance Painter correctly?

Exporting your model from Blender and importing it into Substance Painter is a straightforward process, but there are a few important things to get right to avoid problems. Follow these guidelines for a correct export:

  • Choose the Right File Format: Use FBX for its robust retention of smoothing, normals, and material data, ensuring compatibility with Substance Painter, preferred over OBJ or glTF for Blender workflows. FBX is the industry-standard for this pipeline. Ensures seamless data transfer between tools. Simplifies integration into Painter’s project setup.
  • Export Settings (FBX): In Blender, export as FBX 7.4 Binary, set Forward to -Z Forward, Up to Y Up, enable Apply Scalings: All Local, and check Apply Transform to ensure correct orientation and applied transforms. Aligns the model correctly in Painter’s viewport. Prevents scaling or rotation issues. Ensures consistent import behavior.
  • Include Meshes and Normals: Export only meshes, including normals and tangents, applying modifiers if needed (e.g., Mirror), and exclude unnecessary elements like lamps or armatures to keep the file clean for texturing. Focuses export on texturing requirements. Ensures normal data integrity for baking. Simplifies import into Painter.
  • Smoothing: Set Smoothing to “Face” or “Normals Only” in the FBX Geometry tab to export custom normals from Auto Smooth or marked sharp edges, ensuring accurate hard/soft edge rendering in Painter. Preserves the intended shading of the model. Aligns with normal map baking needs. Avoids recomputing normals unnecessarily.
  • Unit Scale: Use Blender’s default meter scale, where 1 Blender unit equals 1 meter in Substance Painter, avoiding size discrepancies if scale was applied in Blender before export. Maintains consistent model proportions. Prevents scaling errors during import. Aligns with standard workflow expectations.
  • Multiple Objects Export: Export multiple selected objects using the “Selected Objects” option, combining into one texture set if joined or separate sets by material, supporting flexible texture set management in Painter. Simplifies handling of multi-object scenes. Ensures correct texture set allocation. Streamlines project organization.
  • Check UVs and Materials: Ensure UVs are mapped and materials assigned in Blender, as FBX carries these to Painter, defining texture set names and UV alignment for accurate texturing. Critical for proper texture placement. Determines texture set structure in Painter. Prevents import-related issues.
  • OBJ Export (if used): For OBJ, enable “Write Normals” and “Write UVs” in Blender’s export settings, splitting by object if needed, though FBX is preferred for simpler handling of normals and smoothing. OBJ serves as a fallback option. Less seamless than FBX. Requires careful configuration.
  • GLTF Export (optional): Use glTF for consistent PBR material data, embedding textures if present, though FBX is typically sufficient for pre-texturing exports to Substance Painter. glTF supports advanced material data. Less common for this workflow. Optional for specific project needs.
  • Verify in Painter: Import the FBX/OBJ into Painter’s New Project dialog, checking for correct orientation and expected texture set count, returning to Blender to fix material assignments if unexpected sets appear. Confirms the accuracy of the export. Detects normal or material issues early. Ensures proper project setup.
  • No Animation/Armature: Export only static meshes, excluding armatures, animations, or other non-mesh data, to focus on texturing, re-importing textures to rigged models later if necessary. Keeps the export clean for texturing purposes. Avoids including irrelevant data. Simplifies the workflow focus.

A correctly configured FBX export ensures the model imports into Substance Painter with accurate geometry, normals, and texture sets, ready for texturing. This reliable transfer, as confirmed by artists using standard presets, supports a smooth and efficient workflow.

Yelzkizi how to create professional textures and materials with blender and substance painter
How to create professional textures and materials with blender and substance painter

What UV unwrapping techniques should I use in Blender for clean textures?

UV unwrapping is a critical step for getting clean, distortion-free textures. Good UVs mean your painted textures in Substance will look correct on the model in Blender, without odd stretching or seams in wrong places. Here are techniques and tips for UV unwrapping in Blender to ensure clean textures:

  • Mark Plenty of Seams: Cut logical seams (Ctrl+E > Mark Seam) along natural break lines like undersides or sharp corners to flatten UVs without stretching, prioritizing more seams over distortion for modern texturing tools. Ensures textures apply without warping. Hides seams in less visible areas. Substance Painter’s tools effectively mask seams.
  • Minimize Stretching: Check for stretching in Blender’s UV Editor using the UV distortion checker or Color Grid texture, adding seams or pinning vertices to reduce distortion, aided by Live Unwrap for interactive adjustments. Prevents squashed or stretched texture appearance. Enhances visual accuracy on the model. Ensures clean texture mapping.
  • Even Texel Density: Use the “Average Islands Scale” tool to balance UV island sizes, ensuring consistent texture resolution across the model so no part appears blurrier or sharper unless intended. Maintains uniform detail distribution across surfaces. Prevents resolution mismatches in textures. Optimizes texture space for efficiency.
  • Hide Seams Smartly: Place seams on backsides, undersides, or sharp edges where they’re less visible, leveraging Substance Painter’s 3D painting capabilities to blend seams for a seamless appearance in renders. Reduces the visibility of seam lines. Aligns with natural model breaks. Enhances the quality of final renders.
  • Use Margin (Padding): Leave spacing between UV islands in Blender to accommodate Substance Painter’s default 8-pixel padding, preventing seam artifacts from mipmapping or resolution reduction during rendering or baking. Padding eliminates background bleeding on edges. Ensures seamless texture transitions. Critical for real-time rendering applications.
  • Mark Seams on Hard Edges: Align UV seams with sharp/hard edges to prevent normal map gradients across edges, ensuring clean baking and accurate rendering of hard surfaces in Substance Painter. Prevents baking errors at sharp edges. Maintains shading integrity for hard surfaces. Industry-standard for normal map compatibility.
  • Avoid Overlapping UVs (except mirrored parts): Ensure each surface has unique UV space unless mirroring symmetric parts to save space, avoiding unintended texture overlaps that cause painting issues in Substance Painter. Prevents conflicts during texture painting. Mirroring requires careful texture design. Safe for unique assets.
  • Use UDIMs for Very High Detail: Place UV islands in UDIM tiles (e.g., 1-2, 2-2) for high-resolution needs, enabling multiple texture sets in Substance Painter for detailed assets like characters or large environments. Increases resolution capacity for complex models. Supports high-detail texturing workflows. Requires enabling UV Tile workflow in Painter.
  • Pinning and Advanced Unwrap Tools: Pin vertices (P) in the UV Editor to lock UV positions and tweak problematic areas, using Lightmap Pack or Smart UV Project for quick automated unwraps when manual control isn’t needed. Enhances precision in manual unwraps. Speeds up initial unwrap processes. Manual seams preferred for professional layouts.
  • Symmetry and Mirroring: Unwrap one side of a symmetrical model and mirror UVs using the Mirror modifier or UV Copy/Paste, saving space but ensuring textures like text don’t appear backward on mirrored sides. Simplifies texturing for symmetric models. Prevents mirrored texture artifacts. Aligns UVs efficiently for symmetry.
  • Packing UV Islands: Pack UV islands using UV > Pack Islands in Blender, leaving a margin and rotating islands for better fit or to align texture grain, optimizing texture space usage for efficient resolution. Maximizes available texture resolution. Maintains consistent texture direction. Enhances UV layout organization for clarity.
  • Check UV in Substance: Verify the UV layout in Substance Painter’s 2D view with a checker pattern, returning to Blender to fix overlaps, tiny islands, or other issues to ensure accurate texture alignment. Confirms the integrity of the UV layout. Detects errors before texturing begins. Ensures precise texture application.

Effective UV unwrapping in Blender prioritizes minimal distortion, strategically hidden seams, and consistent texel density, leveraging Painter’s tools to mask minor seams. This approach, as emphasized by professional UV guidelines, ensures clean, professional textures with barely noticeable seams in the final render.

Yelzkizi how to create professional textures and materials with blender and substance painter
How to create professional textures and materials with blender and substance painter

How do I bake high-poly details in Blender for use in Substance Painter?

Baking high-poly details onto a low-poly model can be done in either Blender or Substance Painter. Substance Painter has an excellent baker, but there are scenarios where you might bake in Blender first (for instance, if you used Blender’s sculpting with Multires and want to bake a normal map using Cycles). Here’s how to approach high-poly to low-poly baking in Blender, and how to use those bakes in Substance Painter:

  • Why Bake in Blender?: Choose Blender for baking when familiar with its tools, working with Multires sculpts, or needing procedural texture bakes, producing normal/AO maps to import into Painter, streamlining the workflow. Leverages Blender’s robust baking capabilities. Suits unique project requirements. Enhances flexibility for specialized cases.
  • Setup for Baking in Blender: Overlap high/low-poly meshes in the same location, UV unwrap the low-poly, and use Cycles’ “Selected to Active” baking to cast rays from the low-poly to high-poly for map generation. Ensures precise capture of high-poly details. Requires accurate mesh alignment. Prepares the scene for effective baking.
  • Cage or Ray Distance: Use a cage mesh (inflated low-poly) or set Extrusion distance in Bake options to ensure baking rays hit the high-poly surface, adjusting to avoid missed details or artifacts like spikes. Prevents errors in detail projection. Fine-tunes ray casting accuracy. Essential for complex model silhouettes.
  • Bake the Maps: Bake Normal (Tangent space), Ambient Occlusion, or Height maps in Cycles, capturing fine surface details, crevice shadows, or displacement data for use in Substance Painter’s texturing process. Provides critical texture maps for realism. Normal maps are the primary output. Height supports advanced displacement effects.
  • Save the Baked Textures: Save baked maps as 16-bit PNG or EXR for normals and height to avoid banding, ensuring high-quality textures suitable for import into Substance Painter for further texturing. Preserves fine detail accuracy. High bit depth enhances map quality. Meets professional texturing standards.
  • Importing into Substance Painter: Import Blender-baked maps (e.g., Normal, AO) via Painter’s Bake Mesh Maps dialog or as resources, disabling redundant baking to integrate pre-baked details into the texturing workflow. Seamlessly incorporates external maps. Saves time on re-baking. Maintains detail fidelity from Blender.
  • Using Blender Normals in Substance: Slot Blender’s OpenGL normal map into Painter’s Normal slot in Bake Mesh Maps, combining with painted normal details, ensuring OpenGL format compatibility for accurate rendering in Painter and Blender. OpenGL ensures normal consistency. Enhances layered normal details. Preserves the quality of the bake.
  • Bake Settings for Complex Models: Bake sub-objects individually in Blender, as it lacks Painter’s “Match by Name” feature, or use Painter for multi-object bakes, choosing based on model complexity and workflow preference. Blender requires manual separation for parts. Painter simplifies complex bakes. Optimizes baking for multi-part models.
  • High Poly Sculpt (Multires) to Low Poly: Use Blender’s Bake from Multires for high-res sculpts with a Multiresolution modifier, baking directly to the low-poly normal map without needing a separate high-poly object. Simplifies the baking process for sculpts. Ideal for organic models like characters. Streamlines Multires workflow.
  • Thickness and Curvature: Compute Curvature in Painter from imported normal maps, as Blender doesn’t bake it directly, and bake Thickness in Painter if needed for subsurface scattering or edge wear effects in smart materials. Painter generates specialized maps efficiently. Curvature supports smart mask accuracy. Thickness enhances material realism.
  • Check the Bake Quality: Apply the normal map in Blender’s material preview to verify detail capture, checking for seams or projection errors, and adjust cage distance or mesh issues if needed before importing into Painter. Ensures the bake is accurate. Detects artifacts early for correction. Confirms map usability in Substance.

Blender’s Cycles baking produces high-quality normal and AO maps compatible with Substance Painter, with OpenGL normals ensuring seamless integration. While Painter’s baker is often more convenient, Blender’s tools provide flexibility for specific workflows, delivering professional results when verified for accuracy.

Yelzkizi how to create professional textures and materials with blender and substance painter
How to create professional textures and materials with blender and substance painter

Which maps should I export from Substance Painter for Blender rendering?

To render correctly in Blender with the Principled BSDF shader, you should export the standard set of PBR maps:

  • Base Color (often called Albedo or Diffuse): Export as sRGB PNG or TIFF, representing the material’s coloration without lighting, plugging into the Principled BSDF’s Base Color input for diffuse color or metal reflectivity. Defines the primary visual appearance of the material. Ensures accurate color reproduction in renders. Essential for all PBR materials in Blender.
  • Metallic: Export as a linear grayscale map, indicating metallic (white) versus dielectric (black) areas, connecting to the Principled’s Metallic input, set to Non-Color Data to ensure accurate reflection behavior. Controls which parts exhibit metallic properties. Linear format prevents gamma correction errors. Can be omitted if the material has no metallic components.
  • ** Roughness**: Export as a linear grayscale map, controlling surface smoothness (black) to roughness (white), plugging into the Principled’s Roughness input, set to Non-Color Data to avoid incorrect glossiness in renders. Defines the material’s surface texture realism. Non-Color setting ensures proper value interpretation. Critical for achieving realistic material shading.
  • Normal Map: Export as OpenGL Tangent-space normal map, capturing fine surface details and bumps, connecting via a Normal Map node to the Principled’s Normal input, set to Non-Color for correct lighting. OpenGL format aligns with Blender’s expectations. Non-Color prevents lighting distortions. Essential for adding detailed surface geometry without extra polygons.
  • Ambient Occlusion (AO) (optional): Export as linear grayscale for crevice shadowing, multiplying with Base Color in Blender to add depth, set to Non-Color, particularly useful in Eevee for contact shadows. Enhances realism in areas with less light. Optional in Cycles due to global illumination. Provides subtle shadowing for game-like renders.
  • Height/Displacement (if applicable): Export as 16-bit PNG or EXR for geometry displacement, connecting to a Displacement node in Cycles or as a bump map for non-displacement detail, requiring high bit depth for quality. Supports realistic geometric changes in close-ups. Preserves fine displacement details. Optional unless true displacement is needed for materials like bricks.
  • Emissive (if applicable): Export as sRGB for glowing areas, connecting to the Principled’s Emission input, optionally adjusting strength with a Math node for visible glow effects in Blender’s renders. Defines surfaces that emit light, like LEDs. sRGB ensures accurate color emission. Enhances material vibrancy for glowing effects.
  • Opacity/Alpha (if applicable): Export as grayscale for transparency, plugging into the Principled’s Alpha input with Alpha Blend or Hashed Blend Mode in Material Settings for decals, glass, or cutout effects. Enables rendering of transparent or semi-transparent surfaces. Requires proper Blend Mode for correct sorting. Supports specialized material effects like foliage or signage.
  • Subsurface and other maps: Manually assign Subsurface scattering (SSS) in Blender, as Painter rarely exports SSS maps, with Transmission or Transmission Roughness exported only for specific transmissive materials like glass. SSS enhances realism for skin or wax-like surfaces. Transmission supports transparent materials. Typically configured directly in Blender’s shader.
  • Specular (not to be confused with specular level workflows): Omit specular maps in the Metal/Rough workflow, as Principled’s Specular input defaults to 0.5 for dielectrics, with metals using Base Color for reflectivity, avoiding unnecessary exports. Specular maps are irrelevant for standard PBR. Default setting suffices for most materials. Simplifies shader setup in Blender.
  • Combined Maps: Export separate maps for clarity in Blender, using the Blender preset to avoid packed RGB channels (e.g., Roughness, Metallic, AO), unless optimizing for fewer files, which requires channel separation in Blender. Separate maps streamline material setup. Packed maps need additional node work. Preset ensures straightforward compatibility.

The “Blender (Principled BSDF)” preset exports Base Color, Metallic, Roughness, Normal (OpenGL), Emissive, and optionally AO or Opacity, tailored for Blender’s shader. Use 8-bit PNG for color maps, 16-bit for normals/height, and verify Non-Color settings to ensure accurate rendering without visual discrepancies.

Yelzkizi how to create professional textures and materials with blender and substance painter
How to create professional textures and materials with blender and substance painter

How do I import Substance Painter textures into Blender with correct shaders?

Importing Substance Painter textures into Blender is straightforward. You’ll be using Blender’s Principled BSDF shader, which is a unified PBR shader that matches Substance’s PBR workflow closely. Here’s how to set up the shader in Blender for correct results:

  • Create a Material in Blender: In the Shader Editor, add a Principled BSDF node (if it’s not already there by default for the material). This node serves as the foundation for PBR materials in Blender. It aligns with Substance Painter’s workflow seamlessly. Ensure it’s selected for texture connections.
  • Add Image Texture nodes for each map: For each texture exported from Painter (Base Color, Roughness, Metallic, Normal, etc.), add an Image Texture node (Shift+A > Texture > Image Texture), and open the corresponding image file. These nodes link individual texture maps to the shader. Accurate file selection is critical for proper setup. This step prepares all maps for connection.
  • Connect Base Color: Connect the Base Color image node output to the Principled BSDF’s Base Color input, setting Color Space to sRGB for accurate diffuse/albedo color rendering. This ensures the material’s color foundation is correct. sRGB prevents color distortion in albedo maps. The Base Color defines the material’s primary appearance.
  • Connect Metallic: Connect the Metallic image node’s color output to the Principled’s Metallic input, setting it to Non-Color Data to avoid gamma correction and ensure accurate metallic reflections. This defines which areas are metallic versus dielectric. Non-Color Data ensures precise value interpretation. Metallic maps control reflective behavior.
  • Connect Roughness: Connect the Roughness image to the Principled’s Roughness input, set to Non-Color Data, to correctly dictate glossiness and prevent overly shiny surfaces. This controls surface smoothness or roughness accurately. Incorrect color space can cause gloss errors. Roughness is key for realistic shading.
  • Connect Normal Map: Use a Normal Map node set to OpenGL, connect the Normal texture (Non-Color Data) to its Color input, and link to the Principled’s Normal input for proper surface detail rendering. This ensures bumps and grooves render correctly. OpenGL prevents inverted shading issues. Tangent Space maintains detail consistency.
  • Connect Emission (if any): Plug the Emissive map into the Principled’s Emission input, set to sRGB if colored, and adjust strength with a Math node if needed for visible glowing effects. This adds glowing areas to the material. Proper blend mode supports visibility. Emission enhances realism for light-emitting surfaces.
  • Connect Opacity (if any): Plug the Opacity map into the Principled’s Alpha input, set Blend Mode to Alpha Blend or Clip in Material Properties, and use Non-Color Data for correct transparency rendering. This enables partial or cutout transparency effects. Appropriate Blend Mode prevents sorting issues. Opacity maps control material transparency.
  • Handling Ambient Occlusion: Multiply the AO map (Non-Color) with Base Color using a MixRGB/Math node to darken crevices, but use sparingly in Cycles to avoid excessive shadowing. This simulates ambient occlusion effects. Overuse can darken scenes unnaturally. AO enhances realism subtly.
  • Height Map (as Bump/Displacement): Use the Height map (Non-Color) in a Bump node for surface detail or a Displacement node with sufficient mesh subdivision for true geometry displacement in Cycles. This adds fine surface texture or actual geometry changes. Bump is simpler, displacement more realistic. Adjust strength for balance.
  • Verify Material Settings: Ensure the correct render engine (Cycles/Eevee) is set, enable Eevee features like Screen Space Reflections, and use High Bitdepth normals for quality rendering results. This aligns rendering with material intent. Engine-specific settings optimize visuals. Verify for accurate output.
  • Use Node Wrangler for Quick Setup (Optional): Select the Principled BSDF, press Ctrl+Shift+T to auto-connect PBR textures with Node Wrangler, ensuring clear naming conventions for accurate wiring, then verify settings. This speeds up texture setup significantly. Clear names prevent connection errors. Double-check normal and non-color settings.
  • Check Results and Adjust: Test render in LookDev or final render to match Substance Painter’s viewport, adjusting for color space, normal connections, or tone mapping (Filmic vs. Standard) if discrepancies appear. This ensures visual fidelity across tools. Tone mapping affects highlight saturation. Recheck steps to resolve issues.

Blender’s Principled BSDF allows direct texture connections from Substance Painter, ensuring accurate rendering with proper color space and normal settings. Node Wrangler and careful verification of settings like OpenGL normals and Eevee/Cycles features minimize discrepancies for a seamless material appearance.

Yelzkizi how to create professional textures and materials with blender and substance painter
How to create professional textures and materials with blender and substance painter

Can I achieve photorealistic materials using Blender and Substance Painter?

Absolutely yes. The combination of Blender and Substance Painter is very capable of photorealistic materials. In fact, this workflow is used by professionals to create assets for films, visualization, and games that aim for realism. Here’s why and how you can achieve photorealism with these tools:

  • Physically Based Rendering (PBR): Both tools use PBR principles, with Substance Painter painting accurate material properties (albedo, roughness, metalness) and Blender’s Principled shader ensuring realistic light behavior. Adhering to PBR rules like energy conservation and correct metalness values is crucial. This ensures materials respond realistically to lighting. It forms the foundation for photorealistic rendering in Cycles or Eevee.
  • High-Quality Textures: Substance Painter supports high-resolution textures (4K, 8K, or UDIMs), essential for close-up detail retention. Artists can project real-world photos or use scan-based materials for added realism. For example, a concrete material with fine imperfections enhances believability. High resolution ensures textures hold up in detailed renders.
  • Material Variety and Microdetail: Photorealism relies on subtle details like scratches, roughness variations, and dust, which Substance Painter adds via procedural masks and painting. These microdetails break up uniformity, creating a lived-in look. Blender’s Cycles captures these nuances in lighting and reflections. This combination enhances material authenticity and depth.
  • Proper Lighting in Blender: Realistic lighting, using HDRIs or custom light setups, is essential for material realism. Matching Substance’s viewport with a similar HDRI in Blender ensures consistency. Cycles’ path-tracing handles global illumination and reflections accurately, outperforming Eevee for photorealism. Proper lighting elevates even the best textures to lifelike quality.
  • Normal/Height for Fine Geometry: Normal and height maps, baked from sculpted details or painted in Painter, add fine surface details like pores or wood grain. These catch light realistically, enhancing geometry perception. Blender’s microdisplacement with high-res maps can add actual bumps for convincing results. This is critical for photorealistic material depth.
  • Correct Shader Settings: Blender’s Principled BSDF shader supports diverse materials, using features like subsurface scattering for skin or clearcoat for car paint. Fine-tune settings (e.g., IOR, transmission) to match real-world behavior, even if Substance doesn’t export all maps. This ensures accurate material representation. The shader’s flexibility accommodates nearly any real material.
  • Photorealistic Examples: Artists have achieved near-photo results with this pipeline, texturing props in Substance and rendering in Cycles. Professional productions, like Blender’s open movies, demonstrate its capability for realistic materials. The tools are proven for high-fidelity assets. Substance-to-Cycles integration consistently yields impressive realism.
  • Eevee vs Cycles: Eevee supports real-time rendering with PBR textures, achieving near-photorealism with tweaks like screen space reflections. However, Cycles’ path-tracing offers superior light accuracy for portfolio renders. Both can use Substance textures effectively for games or visualization. The choice depends on real-time needs versus rendering quality.
  • Iteration and Reference: Use real material references to guide texture tweaks in Substance Painter’s responsive interface. Iterate until the material looks real under default lighting, then adjust Blender’s lighting to match real scenarios. Minor shader or albedo adjustments may be needed. This ensures materials align with physical accuracy.
  • Lens Effects and Finishing: Post-processing in Blender’s compositor, like depth of field, bloom, or chromatic aberration, enhances photorealism beyond raw materials. These effects simulate camera imperfections, adding believability. While not material-specific, they complement the pipeline’s output. They polish renders to near-photographic quality.

Blender and Substance Painter together excel at producing photorealistic materials through detailed textures and accurate rendering. By following PBR principles and focusing on artistic execution, artists can create assets virtually indistinguishable from photographs, as proven in professional workflows.

Yelzkizi how to create professional textures and materials with blender and substance painter
How to create professional textures and materials with blender and substance painter

How do I create seamless materials across Blender and Substance Painter?

“Seamless materials” can refer to two things: seamless texture tiling and seamless transition between how a material looks in Substance Painter versus in Blender. We’ll address both interpretations, as both are important for consistency across the workflow.

Ensuring the material looks the same in Blender as in Substance Painter (Consistency):

One of the goals is that what you see in Substance Painter’s viewport is what you get in Blender. To achieve this seamless consistency:

  • Use the same HDRI/lighting when possible: Match Blender’s HDRI to Substance Painter’s viewport environment map to ensure consistent lighting and material appearance across both tools. This minimizes visual discrepancies in renders. Similar lighting unifies material looks. Artists select HDRIs for target scenarios.
  • Match camera tone mapping: Set Blender’s View Transform to Standard to align with Substance Painter’s sRGB/ACES tone mapping, avoiding contrast differences from Blender’s default Filmic setting. This ensures consistent color and highlight rendering. Filmic may flatten highlights otherwise. Tone matching enhances visual fidelity.
  • Use correct gamma for all maps: Set non-color maps (roughness, metallic, normal) to Non-Color Data in Blender to prevent gamma issues, ensuring identical shading and avoiding gloss or color mismatches. This maintains technical accuracy across tools. Mismatched gamma causes visual inconsistencies. Correct settings ensure seamless shading.
  • Normal map orientation: Export OpenGL normals from Painter to match Blender’s format, preventing inverted bumps or shading discontinuities for consistent normal detail rendering. OpenGL ensures proper shading alignment. Flipped normals disrupt continuity. Correct orientation is critical.
  • Unit scale and camera FOV: Match unit scale and camera focal length between Painter and Blender to ensure displacement and perspective align, maintaining material consistency in renders. This prevents subtle scaling issues. Displacement relies on matched scales. FOV alignment ensures fair visual comparison.
  • No double AO: Avoid multiplying AO with Base Color if Blender’s world or render already includes AO, preventing overly dark crevices and maintaining consistent lighting effects. This ensures balanced shadowing. Double AO darkens scenes unnaturally. Choose one AO method carefully.
  • Test a sample: Apply a simple texture (e.g., checker pattern) in Painter, export, and test in Blender to verify UV and alignment consistency, ensuring seamless texture transfer. This catches alignment issues early. UV mismatches disrupt texture placement. Tests confirm workflow accuracy.
Yelzkizi how to create professional textures and materials with blender and substance painter
How to create professional textures and materials with blender and substance painter

Creating seamless (tiled) textures and avoiding visible seams:

If by seamless materials we mean textures that tile without seams (useful for environments, terrain, or any repeated texture), and ensuring UV seams on the model are not visible:

  • Seamless Textures in Substance: Use Substance Designer or Painter’s tiling mode on a plane to create tileable textures, importing pre-made materials for seamless application in Blender. This ensures textures repeat without visible edges. Painter focuses on models, Designer on tiles. Pre-made materials simplify the process.
  • Tri-Planar Projection: Apply Tri-planar projection in Painter’s fill layers to blend textures across UV seams, hiding them for base color or roughness noise, ensuring a seamless model appearance. This projects textures from three axes effectively. Seams become invisible with blending. Ideal for procedural textures.
  • Padding (Dilation) to Prevent Edge Seams: Export textures with 3-4 pixel padding in Painter to extend colors beyond UV edges, preventing seams in Blender due to mipmapping or LOD sampling issues. Padding eliminates edge artifacts. Increase if seams persist. Essential for real-time rendering.
  • Smooth shading with normal maps across seams: Enable Auto Smooth in Blender with appropriate angles to sync vertex normals, ensuring normal maps render seamlessly across UV seams using MikkTSpace tangent standards. This prevents lighting seams. Consistent smoothing aligns shading. Tangent mismatches cause visible issues.
  • Blending in Substance (manual): Use Painter’s Clone Stamp/Smudge tools to blend visible seams in 3D view, aligning patterns across UV seams for a continuous material appearance. This manually corrects misalignments. Regular model rotation aids seam detection. Careful painting conceals seams.
  • Use UDIMs for massive models: Employ UDIMs to allocate more pixels to large areas, placing tile borders strategically and painting across seams in Painter for seamless high-detail textures. UDIMs enhance resolution distribution. Strategic placement minimizes seams. Painter supports cross-UDIM painting.
  • Procedural vs Hand-Painted: Use procedural materials in Painter for inherent seamlessness, as they compute across geometry, while hand-painted details require careful placement to avoid visible UV seams. Procedural effects tile naturally. Hand-painted textures need precise alignment. Object-space application aids continuity.

Achieving seamless materials involves matching lighting, tone mapping, and normals between tools, and using Painter’s tri-planar projection, padding, and procedural effects to eliminate UV seams. This ensures uniform, tileable textures in Blender that match Painter’s viewport, appearing continuous and realistic.

Yelzkizi how to create professional textures and materials with blender and substance painter
How to create professional textures and materials with blender and substance painter

What are the best PBR settings for exporting materials from Substance Painter?

When exporting from Substance Painter for use in Blender (or any PBR workflow), choosing the right settings ensures your textures come out correctly. Here are the best practices and settings for PBR export:

  • Use the Blender Principled Preset: Select the “Blender (Principled BSDF)” preset to export BaseColor, Metallic, Roughness, Normal (OpenGL), and Emissive maps, matching Blender’s shader for easy setup. This ensures compatibility with Principled BSDF inputs. Separate files enhance clarity. Avoids manual reconfiguration.
  • OpenGL Normal Map: Set Normal format to OpenGL (+Y) in Painter’s export settings to align with Blender, avoiding green channel inversion and ensuring correct shading. OpenGL prevents flipped normals. Verify in preset configuration. Essential for accurate normal rendering.
  • File Format and Bit Depth: Use 8-bit PNG for BaseColor, Metallic, Roughness, 16-bit PNG for Normals, and 32-bit EXR for displacement to balance quality and file size, avoiding JPEG artifacts. PNG ensures lossless quality. Higher bit depths preserve detail. Safe for most PBR workflows.
  • Resolution: Export at intended resolution (e.g., 2K/4K) to match Blender’s render needs, avoiding excessive memory use from high-res (8K) maps while maintaining detail. Resolution impacts memory usage. Match to project requirements. Downscale if needed later.
  • Padding/Dilation Setting: Ensure 3-4 pixel padding in export settings to extend texture colors beyond UV edges, preventing seams in Blender due to mipmapping or LOD issues. Padding eliminates edge artifacts. Increase for real-time needs. Default settings often suffice.
  • Export Channel Configuration: Use separate grayscale files for Roughness, Metallic, and AO, avoiding combined maps unless necessary, to simplify Blender setup and ensure accurate channel mapping. Separate maps enhance clarity. Check preset for correct outputs. Avoids channel splitting.
  • Naming Convention: Use clear names (e.g., _BaseColor, _Normal) in the preset to identify map types, aiding manual setup and Node Wrangler’s auto-connection in Blender. Clear naming streamlines workflow. Preset typically handles this. Facilitates error-free texture linking.
  • Gamma/Color Profile: Export BaseColor as sRGB and others as linear, setting Non-Color Data in Blender for non-color maps to maintain standard PBR color profiles without ICC complications. Implicit profiles simplify setup. sRGB for color, linear for data. Ensures accurate rendering.
  • Combine Maps for Efficiency (optional): Pack AO, Roughness, Metallic into one RGB image for real-time projects, splitting in Blender with Separate RGB nodes, though separate maps are preferred for clarity. Packing reduces file count. Primarily for game engines. Clarity prioritized for Blender.
  • Check Your Channels in 2D view: Verify exported maps (e.g., metallic, roughness, normal) match expected patterns in a 2D editor to catch blank channels or unexpected alpha usage. Sanity checks prevent errors. Ensures map integrity. Quick visual confirmation.
  • Export new mesh (if needed): Typically, only textures are exported, as the mesh remains in Blender, but re-export the mesh from Painter if modified significantly for consistency. Mesh export is rare. Textures are primary focus. Ensures geometry alignment if altered.

The Blender preset ensures separate, correctly formatted PNG files with OpenGL normals, simplifying integration with Blender’s Principled BSDF. Verify normal format, padding, and channel assignments to avoid re-exports and achieve pixel-perfect material representation.

Yelzkizi how to create professional textures and materials with blender and substance painter
How to create professional textures and materials with blender and substance painter

How do I optimize textures for real-time rendering in Blender?

Optimizing textures for real-time rendering (whether in Blender’s Eevee viewport or in game engines via Blender) is important to maintain performance while still looking good. Here are ways to optimize your textures and materials:

  • Use Appropriate Resolution: Use lower resolutions (e.g., 1K vs. 4K) for distant objects to reduce GPU memory usage, balancing detail and performance based on screen size. High-res textures slow rendering unnecessarily. Test lower resolutions for visual impact. Essential for efficient rendering.
  • Limit the Number of Texture Maps: Atlas multiple objects into one texture to reduce GPU texture switches, minimizing materials and baking complex node setups to simplify shaders. Atlasing reduces draw calls. Fewer maps enhance speed. Simplification maintains performance without quality loss.
  • Channel Packing: Pack Roughness, AO, and Metallic into one RGB image to reduce texture count, unpacking in Eevee with Separate RGB nodes for marginal performance gains. Packing lowers file numbers. Improves game engine efficiency. Ensures shader compatibility with unpacking.
  • Use Lower Bit Depth if Possible: Use 8-bit PNGs for most maps (e.g., Roughness, Normals) and skip high-bit-depth height maps if not displacing, reducing VRAM usage significantly. 8-bit often suffices for quality. Avoids unnecessary memory load. Simplifies texture management.
  • Texture Compression: Use DDS or compressed formats in Eevee for GPU-friendly textures, mimicking game engine compression to preview performance accurately. Compressed formats save VRAM. Blender doesn’t auto-compress. PNG remains viable with mipmaps.
  • Mipmaps and Filtering: Enable mipmaps (default in Blender) for distant objects to reduce aliasing and sampling load, using linear filtering for optimal visual and performance balance. Mipmaps enhance distant rendering. Linear filtering maintains quality. Improves real-time efficiency.
  • Simplify Shaders for Eevee: Bake complex node operations (e.g., procedural noise) into textures to simplify Eevee shaders, avoiding heavy math or layered setups for faster rendering. Simplified shaders boost performance. Baking reduces per-pixel calculations. Focus on essential nodes.
  • LOD (Level of Detail) for Textures: Use lower-res textures for distant objects, relying on mipmapping or manual material swaps, as Blender lacks automatic LOD systems like game engines. Mipmapping handles distant textures. Manual swaps are advanced. Optimizes large scenes effectively.
  • Atlas Multiple Objects: Merge objects into one texture atlas (e.g., 4K for multiple 1K maps) to reduce draw calls and texture binds, improving Eevee’s rendering efficiency for multiple objects. Atlasing streamlines rendering. Feasible for shared materials. Enhances CPU performance.
  • Downsize for viewport if needed: Temporarily use half-resolution textures in the viewport for smoother performance, swapping to full resolution for final renders to optimize workflow. Temporary downsizing aids viewport speed. Full-res ensures render quality. Practical for heavy scenes.
  • Use Eevee’s performance settings: Enable “Scene Simplify” in Render Properties to cap viewport texture resolution, improving performance during work, then disable for final output. Simplify enhances viewport efficiency. Disabled for renders. Streamlines real-time interaction.
  • Smart Material Usage: Avoid costly nodes like tri-planar shaders (triple texture lookups) and bake them if needed, focusing on essential PBR channels to maintain Eevee performance. Simplified nodes reduce overhead. Avoid expensive effects like subsurface scattering. Optimizes shader efficiency.
  • GPU Memory Monitoring: Monitor GPU memory via Blender or OS stats to optimize large textures, cropping unused space or sharing textures across objects to reduce VRAM usage. Memory monitoring prevents crashes. Shared textures save space. Critical for VR/ Eevee games.
  • Consider Alternatives to High-Res Normal Maps: Use tiled small normal maps for high-frequency details and lower-res normals for large shapes to maintain sharpness with less memory usage. Tiled normals save memory. Separates detail types efficiently. Enhances texture optimization.

Optimizing textures for Eevee involves reducing resolution, packing maps, and simplifying shaders to minimize GPU load while preserving visual quality. These game engine-inspired techniques ensure smooth real-time performance in Blender’s viewport or exported assets.

Yelzkizi how to create professional textures and materials with blender and substance painter
How to create professional textures and materials with blender and substance painter

Can I use custom smart materials in Substance Painter for Blender projects?

Yes – you can absolutely use custom Smart Materials in Substance Painter when texturing models for Blender. Substance Painter’s smart materials are one of its best features for achieving consistent, complex looks quickly. Here’s how they fit into your Blender workflow:

  • What are Smart Materials?: Smart Materials are reusable layer sets in Painter with adaptive effects (e.g., edge wear via curvature) that bake into standard PBR textures for seamless Blender integration. They adapt to mesh details automatically. Baked results simplify rendering. Enhances texturing efficiency.
  • Using Smart Materials on Your Model: Apply smart materials by dragging them onto the mesh in Painter, baking curvature/AO maps for accurate effects, and tweaking parameters for tailored results. Baking ensures mask functionality. Customization meets project needs. Speeds up professional texturing.
  • Customizing Smart Materials: Edit smart material layers (e.g., roughness, grunge scale) or save custom layer groups for reuse, ensuring unique yet consistent results across project assets. Customization creates distinct appearances. Reusability maintains uniformity. Boosts workflow productivity.
  • Do Smart Materials work for Blender?: Smart materials bake into regular PBR maps (BaseColor, Normal), which Blender’s Principled BSDF renders normally, requiring no special handling for full detail preservation. Baked textures carry all complexity. Blender ignores Painter-specific processes. Ensures seamless integration.
  • Smart Material Files (.spsm): .spsm files are Painter-specific and unusable in Blender, but their baked PNG/TIFF textures work perfectly, unlike Blender’s node groups which lack easy curvature-based effects. Painter handles smart material logic. Blender uses baked outputs. Simplifies cross-tool workflow.
  • Creating Smart Materials for Consistency: Create and reuse smart materials in Painter for uniform asset styles (e.g., consistent weapon wear), exporting textures for Blender to maintain project cohesion. Uniformity enhances project aesthetics. Reusability saves time. Common in studio workflows.
  • Substance Source Materials: Use Adobe’s Substance 3D library or community materials (e.g., Substance Share) as starting points for smart materials, speeding up professional texturing with high-quality bases. Libraries provide diverse options. Community materials expand choices. Accelerates material creation.
  • Example: Apply a “Wood Smart Material” in Painter for instant grain and wear, adjust base color, and export detailed PBR maps to Blender without manual scratch painting. Pre-built effects save effort. Customization ensures uniqueness. Baked maps carry all details.
  • Things to Watch: Ensure all smart material details (e.g., tessellation-based height) are baked into exported maps, as Painter-specific filters don’t transfer to Blender, requiring height maps for displacement. Baking captures all effects. Height maps enable displacement. Verify export completeness.
  • Smart Masks and Generators: Bake curvature/AO maps before applying smart materials with generators (e.g., Metal Edge Wear) to ensure accurate edge and crevice effects in Painter. Baking enables mask precision. Generators rely on mesh maps. Essential for smart material functionality.
  • Blender Material after Smart Material: Connect baked smart material textures normally in Blender, as complexity is embedded in the maps, maintaining performance without running Painter algorithms. Baked maps simplify rendering. No special setup needed. Ensures efficient Blender performance.

Smart materials in Substance Painter streamline texturing for Blender by producing standard PBR textures that integrate effortlessly. Their adaptability and library support ensure consistent, professional results with minimal effort, baked into maps Blender renders without additional setup.

Yelzkizi how to create professional textures and materials with blender and substance painter
How to create professional textures and materials with blender and substance painter

How do I troubleshoot texture and material issues between Blender and Substance Painter?

Even with careful workflow, you might encounter some issues when your textures don’t look quite right in Blender. Here are common problems and how to troubleshoot them:

  • Normal Map Looks Wrong (Inverted or Odd): Re-export normals as OpenGL, use a Normal Map node with Non-Color Data, and enable auto-smooth in Blender to fix inverted bumps or shading seams. OpenGL aligns with Blender’s format. Auto-smooth ensures proper shading. Corrects orientation and seam issues.
  • Textures Look Different in Blender (Mismatch in Color/Gloss): Set non-color maps to Non-Color Data, match HDRI lighting, and verify correct map connections to resolve excessive shininess or color discrepancies. Non-Color prevents gamma errors. Lighting alignment ensures consistency. Correct inputs avoid shader mistakes.
  • Visible Seams on Texture: Increase Painter’s export padding, align UV seams with material breaks, and use linear interpolation to prevent mipmapping seams in Blender. Padding eliminates edge artifacts. Strategic UV placement hides seams. Linear filtering smooths texture transitions.
  • Glitter or Noise on Rough Surfaces in Eevee: Disable or adjust Screen Space Reflections in Eevee material settings to fix pixelated noise on rough metals, as Cycles avoids this issue with proper sampling. Not a texture issue. Reflection settings cause noise. Adjust for smoother visuals.
  • Ambient Occlusion too strong or weird lighting: Use AO maps subtly in Blender, avoiding multiplication with Cycles’ GI to prevent over-darkened crevices, and verify AO application for expected effects. Subtle AO enhances realism. Avoid double-darkening. Check multiplication setup.
  • Transparency Issues: Connect opacity to Principled Alpha with Alpha Blend/Clip Blend Mode, set thresholds for Clip, and enable “Show Backface” in Eevee for correct transparency rendering. Proper Blend Mode ensures transparency. Backface setting aids double-sided effects. Fine-tune for sorting issues.
  • Triangulation Differences (Texture Warping): Triangulate meshes before texturing in Blender to match Painter’s auto-triangulation, preventing shading warps or seams on quads/ngons for consistent normal rendering. Triangulation ensures bake alignment. Prevents geometry mismatches. Apply Triangulate modifier if needed.
  • Glossiness vs Roughness Confusion: Invert glossiness maps for roughness if exported incorrectly, ensuring the Blender preset provides roughness for correct matte/shiny rendering. Roughness is standard for PBR. Inversion corrects gloss errors. Verify export settings.
  • Material Appears Dark/Black in Blender: Check Normal Map node for Non-Color Data and ensure metallic map sets non-metals to 0, fixing dark or black materials caused by incorrect metallic values. Non-Color prevents dark normals. Correct metallic avoids black mirrors. Verify map assignments.
  • UV Misalignment: Lock UVs before painting in Painter, re-export and reproject if UVs change, to fix misaligned textures like offset decals in Blender. Locked UVs ensure alignment. Reprojection corrects minor tweaks. Prevents topology-related offsets.
  • Broken Normal Map on Smooth vs Flat areas: Mark sharp edges as UV seams and sharp in Blender, splitting them to match normal map baking for accurate sharp edge rendering without gradients. Sharp edges need splits. Ensures bake compatibility. Prevents lighting oddities.
  • Performance vs Quality setting differences: Add Bloom in Eevee/Cycles or adjust samples to match Painter’s viewport effects like glow, accounting for engine differences in tone mapping or AA. Not texture issues. Engine settings cause differences. Tweak for visual consistency.

Systematic troubleshooting of normals, color spaces, UVs, and shader settings resolves most issues, with fixes like OpenGL re-exports or padding adjustments ensuring Blender matches Painter’s viewport. Simple tests with basic materials help isolate problems for quick resolution.

Yelzkizi how to create professional textures and materials with blender and substance painter
How to create professional textures and materials with blender and substance painter

Where can I find tutorials for professional Blender and Substance Painter workflows?

To deepen your skills and see this workflow in action, there are plenty of resources available. Here are some trusted sources and tutorials for learning professional Blender + Substance Painter techniques:

  • Official Adobe Substance 3D Tutorials: Adobe’s Substance team provides excellent tutorials for beginners and advanced users. They have a “Getting Started with Substance Painter” video series (applying materials to a model like a valve, etc.) which many have found helpful. These cover the basics of Painter’s interface, tools, and workflow. Check Adobe’s Substance 3D website for tutorials and the YouTube channel “Adobe Substance 3D”. The official tutorials are great because they come straight from the developers and cover proper PBR practices.
  • Blender Official Documentation & Tutorials: Blender’s documentation (docs.blender.org) explains material setups (see the “Principled BSDF” section) and baking. While not step-by-step tutorials, it’s a good reference. For community tutorials, Blender Guru’s YouTube channel often covers materials (though not Substance specifically), and sites like BlenderNation frequently feature tutorials on texturing workflows.
  • YouTube Channels & Playlists:
    • Julien Kaspar – has some Blender texturing tutorials (he often uses Blender’s texture paint though).
    • FlippedNormals – they offer some paid courses and free tips on using Substance with other packages. They have a beginner Substance Painter course (paid) which a Reddit user recommended for depth.
    • CG Cookie – they have a course called “Blender & Substance Texturing Workflow”. CG Cookie often combines Blender with external tools in their training and is known for quality content.
    • ChamferZone – although 3ds Max focused, he has great free YouTube tutorials on modeling and texturing weapons using Substance Painter (the Painter parts apply to Blender users equally when it comes to texturing).
    • 95polygon (YouTube) – has some Blender to Substance tutorials and timelapses.
    • Lightning Boy Studio – if interested in stylized workflows, they have videos using Blender and Substance for handpainted looks.
  • Written Guides and Blogs:
    • All3DP – They published an article “Blender & Substance Painter: How to Use Them Together” (March 23, 2023), which covers the basics of integrating the two in a simplified way.
    • 80 Level – This is more of a CG industry blog, but they often have interviews and breakdowns where artists discuss using Blender and Substance Painter in projects. For example, articles like “Creating a Retro Scene with Blender & Substance Painter” where artists share tips of their workflow. These can be gold mines of real-world techniques.
    • Polycount Forum – There are discussion threads by game artists on correct Blender <-> Painter workflows, full of practical tips (and troubleshooting advice). The Polycount Wiki also has a section on baking and normal maps that’s relevant.
  • Community Forums and Q&A:
    • Reddit – subreddits like r/Blender, r/Substance3D, r/GameArt often have threads where users share their workflows or ask similar questions. For example, someone might post “First time using Substance with Blender, any tips?” and professionals chime in. A quick search on Reddit can pull up lots of advice (just be sure to verify info, as sometimes there are mixed opinions).
    • Blender Artists Forum – There are threads discussing Substance Painter vs Blender painting, how to properly connect maps, etc. Searching there can yield mini-tutorials in the form of community help (e.g., that’s where one user outlined the steps to combine PBR maps in Blender).
  • Online Courses (Paid):
    • Udemy – There are courses specifically for Blender and Substance workflow. As one Reddit user noted, Udemy often has sales, so you can pick up a course cheaply. Ensure to check reviews for quality.
    • Gnomon Workshop / Pluralsight – These platforms have game art courses that use Substance Painter (though many use Maya/Max for modeling, the texturing parts are universal).
    • ArtStation Learning – If you have an ArtStation account, they have some free learning videos. Search for Substance Painter or Blender topics.
  • Specific Tutorial Recommendations:
    • “Substance Painter to Blender” by Jama Jurabaev (YouTube) – covers exporting textures and setting up in Blender.
    • “Blender to Substance Painter to Unreal Engine” series by Ryan King Art (YouTube) – even though it goes to Unreal, the Blender->Painter part is well-explained and applicable to any renderer.
    • “Mastering Blender & Substance Painter” (on Udemy or Skillshare) – some instructors offer comprehensive project-based learning, like modeling an asset in Blender and texturing in Painter.
    • Don’t forget Substance Academy (the older Allegorithmic site, some content is still around or on YouTube). Wes McDermott (from Adobe) has a lot of tutorial content – search his name plus Blender/Painter and you’ll find gems.

Official tutorials from Adobe and Blender provide a strong foundation, while YouTube channels, blogs, and forums offer practical, real-world techniques for Blender-Substance integration. Community engagement on Reddit, Blender Artists, or Discord, alongside paid courses on Udemy or Gnomon, ensures comprehensive learning for professional workflows.

Yelzkizi how to create professional textures and materials with blender and substance painter
How to create professional textures and materials with blender and substance painter

faq questions and answers

  1. Do I need Substance Painter if I already have Blender for texturing?
    Blender’s texture painting is basic, but sufficient for simple tasks. Substance Painter offers advanced, efficient texturing with layer-based editing and smart materials. Professionals often use both, with Blender for modeling/rendering and Painter for detailed surfacing. It’s not essential but highly preferred for complex textures.
  2. What file formats are best for moving a model from Blender to Substance Painter?
    FBX is the best format for transferring models from Blender to Substance Painter, ensuring reliable mesh, UV, and normal transfer. OBJ is an alternative, but less automatic. Export with UVs and applied modifiers, using Blender’s default orientation for a smooth import. Collada or glTF are less common options.
  3. Why is my model in Blender all shiny when using Substance Painter textures?
    Excessive shininess in Blender often stems from roughness maps not set to Non-Color Data, causing incorrect sRGB interpretation. Alternatively, a glossiness map might have been exported instead of roughness. Set roughness/metallic nodes to Non-Color and ensure correct map export. This fixes the material’s matte-shiny balance.
  4. The normal map from Painter looks wrong in Blender – parts look inverted. What did I do wrong?
    A: Inverted normal map parts in Blender often result from using DirectX instead of OpenGL format. Blender requires OpenGL (green channel up). Export normal maps as OpenGL from Painter or flip the green channel. Use a Non-Color Normal Map node in Blender for correct rendering.
  5. Should I triangulate my mesh before texturing in Substance Painter?
    Triangulating meshes before Substance Painter isn’t mandatory but recommended, especially for game assets. It prevents bake artifacts from inconsistent triangulation between Blender and Painter. This ensures normal maps align perfectly, particularly for low-poly models with complex geometry. Many artists triangulate to avoid issues.
  6. Can I use the textures from Substance Painter in Eevee for real-time?
    Substance Painter’s PBR textures work seamlessly with Eevee’s real-time PBR renderer using Principled BSDF. Results are close to Cycles, though ray-traced effects like global illumination are absent. Enable Screen Space Reflections for better metal visuals. Textures are also compatible with Unity/Unreal game engines.
  7. How do I export textures from Substance Painter for a Unity or Unreal game?
    Substance Painter offers Unity and Unreal export presets that pack textures (e.g., Metallic, Roughness, AO) correctly for each engine. These simplify integration without manual repacking. Artists often texture in Painter, preview in Blender, then export using the appropriate preset. This ensures compatibility with game engine materials.
  8. My substance material had nice effects (like edge wear, dirt), but in Blender it doesn’t show. Did I lose it?
    Missing effects like edge wear or dirt in Blender often stem from unapplied ambient occlusion (AO) maps, as Painter’s viewport multiplies AO automatically. Multiply AO with base color in Blender’s Principled shader to replicate. Ensure similar lighting, as effects may vary by angle. All effects are typically baked into exported textures.
  9. Are there alternatives to Substance Painter that work well with Blender?
    Alternatives to Substance Painter include ArmorPaint (open-source), Quixel Mixer (free, material mixing), 3D-Coat, and Mari, all compatible with Blender’s PBR texture workflow. ArmorPaint and Mixer are cost-effective options. Blender’s texture painting is improving but lags behind Painter. Substance Painter remains the industry standard.
  10. What is the best way to learn texturing with Blender and Substance Painter?
    Learn Blender and Substance Painter texturing by starting with small assets (e.g., a barrel), following tutorials for hands-on practice. Use Adobe’s beginner series, then advanced YouTube tutorials, and study ArtStation breakdowns. Understand PBR theory for context. Repeated practice resolves challenges, making the workflow intuitive.

These FAQs cover some of the most common questions new users have. With these answers, hopefully you can avoid common pitfalls and have a smoother experience integrating Blender with Substance Painter.

Yelzkizi how to create professional textures and materials with blender and substance painter
How to create professional textures and materials with blender and substance painter

Conclusion

Blender and Substance Painter together form a powerful pipeline for creating stunning 3D materials and textures. By modeling and unwrapping in Blender 4.4 and then texturing with the latest Substance 3D Painter, you leverage the strengths of each – Blender’s robust modeling and rendering, and Painter’s unparalleled texturing tools. We’ve covered how to prepare models, transfer them, bake high-poly details, and export the full set of PBR maps to reconstruct materials in Blender. We also discussed optimizing for different render contexts (like real-time vs offline) and provided solutions to common hiccups that might occur along the way (from normal map issues to mismatched lighting).

Crucially, remember to maintain a physically based workflow throughout. Use real-world references and values – Substance Painter and Blender’s Principled shader both operate on real material parameters, so accuracy in those will pay off in realism. Whether you aim for gritty photorealism (where tiny scratches and dirt matter) or a stylized look, the workflow still applies; only the content of your textures changes.

As Blender’s rendering engines (Eevee and Cycles) continue to evolve and Substance Painter adds new features (like the recent auto UVs or improved bakers), the integration will only get smoother. The fact that many studios and independent artists use this exact combo is testament to its effectiveness. You can create game assets, animation props, or product visuals with a high degree of professionalism using Blender and Painter.

To further improve your skills, make use of the tutorials and resources listed. There is a thriving community producing content on this workflow – from free YouTube quick tips to detailed paid courses – and they can accelerate your learning. Don’t hesitate to experiment: try out different export settings, test in different lighting, and even push the boundaries by creating your own smart materials or Blender node setups for special effects.

In conclusion, by following the best practices outlined – proper UV unwrapping, correct map baking, using consistent PBR values, and careful import/export – you can create professional-grade textures in Substance Painter and render them beautifully in Blender. This opens up possibilities to produce artwork at an industry level, whether it’s for a game, film, or a personal portfolio. Happy blending and painting!

Yelzkizi how to create professional textures and materials with blender and substance painter
How to create professional textures and materials with blender and substance painter

Sources and Citation

  1. Blender Artists Community – “Substance painter and blender” (forum discussion, Jan 2024) – Tips on connecting Substance Painter PBR maps to Blender’s Principled BSDF and user experiencesBlender Artists Community – Substance Painter and Blender
  2. Reddit (/r/blenderhelp) – “Textures look different in Blender than Substance” (discussion, 2023) – Advice on using the Blender export preset in Painter and setting Non-Color for roughness/metal maps in BlenderReddit – Textures Look Different in Blender than Substance
  3. CG Cookie Forum – “Substance vs. Cycles” (Q&A, 2018) – Explanation that Substance Painter is a texturing tool and Cycles a renderer, noting Substance is more comfortable for texturing and an industry standardCG Cookie – Substance vs. Cycles
  4. Blender Manual – Principled BSDF documentation – Confirms Principled shader is compatible with PBR textures from Substance Painter (textures can be directly linked to corresponding inputs)Blender Manual – Principled BSDF
  5. Polycount Forum – “Correct workflow between Blender and Painter for baking normal maps” (discussion, May 2020) – Recommends triangulating meshes because Painter auto-triangulates, to avoid texture mismatches on non-triangulated modelsPolycount Forum – Correct Workflow Between Blender and Painter
  6. Adobe Substance 3D Painter Release Notes – Version 11.0 (Mar 2025) – New features include an experimental automatic cage for baking, improving high-poly to low-poly bake workflowAdobe Substance 3D Painter – Release Notes
  7. Blender Studio Blog – “A UV Unwrapping Guide” (Jul 2022) – Guidance that more seams are preferable over stretching for clean UVsBlender Studio Blog – A UV Unwrapping Guide
  8. Polycount Forum – “Visible seams in normal map bake” (discussion) – Importance of padding (dilation) to eliminate visible seams, recommending maximizing padding to avoid mip-map seam issuesPolycount Forum – Visible Seams in Normal Map Bake
  9. Reddit (/r/Substance3D) – “First Time Using Substance Painter + Blender” (Apr 2023) – Users recommend Adobe’s official Substance Painter tutorials (multi-part series on painting a metal valve, etc.) as great starting resourcesReddit – First Time Using Substance Painter + Blender
  10. Shopify Partners Blog – “Creating GLB files using Blender and Substance Painter” (2018) – Instructions confirming one material = one texture set in Painter and correct FBX export settings (FBX 7.4, -Z forward, Y up) for Blender to PainterShopify Partners Blog – Creating GLB Files

Recommended

Table of Contents

PixelHair

3D Hair Assets

PixelHair Realistic female 3d character curly bangs afro 4c hair in Blender using Blender hair particle system
PixelHair ready-made Braids pigtail double bun 3D hairstyle in Blender using Blender hair particle system
PixelHair ready-made 3D hairstyle of Kendrick Lamar braids in Blender
yelzkizi PixelHair Realistic female 3d character curly afro 4c big bun hair with 2 curly strands in Blender using Blender hair particle system
PixelHair ready-made Vintage Bob Afro 3D hairstyle in Blender using Blender hair particle system
PixelHair pre-made Drake Braids Fade Taper in Blender using Blender hair particle system
PixelHair ready-made Big Sean braids 3D hairstyle in Blender using hair particle system
PixelHair pre-made Odel beckham jr Curly Afro Fade Taper in Blender using Blender hair particle system
PixelHair ready-made 3D hairstyle of Lil uzi vert dreads in Blender
yelzkizi PixelHair Realistic male 3d character curly fade with middle parting 3d hair in Blender using Blender hair particle system
PixelHair ready-made 3D hairstyle of Ski Mask the Slump god Mohawk dreads in Blender
PixelHair ready-made curly afro fade 3D hairstyle in Blender using hair particle system
PixelHair ready-made 3D Dreads hairstyle in Blender
PixelHair pre-made weeknd afro hairsty;e in Blender using Blender hair particle system
PixelHair ready-made full weeknd 3D moustache stubble beard in Blender using Blender hair particle system
PixelHair ready-made dreads pigtail hairstyle in Blender using Blender hair particle system
PixelHair ready-made 3D hairstyle of Halle Bailey Bun Dreads in Blender
PixelHair pre-made Curly Afro in Blender using Blender hair particle system
PixelHair pre-made Nardo Wick Afro Fade Taper in Blender using Blender hair particle system
yelzkizi PixelHair Realistic female 3d character curly dreads 4c hair in Blender using Blender hair particle system
PixelHair ready-made short 3D beard in Blender using Blender hair particle system
PixelHair ready-made 3D  curly mohawk afro  Hairstyle of Odell Beckham Jr in Blender
PixelHair pre-made Afro Fade Taper in Blender using Blender hair particle system
PixelHair ready-made Scarlxrd dreads hairstyle in Blender using Blender hair particle system
PixelHair ready-made goatee in Blender using Blender hair particle system
PixelHair ready-made full 3D goatee beard in Blender using Blender hair particle system
Fade 013
PixelHair Realistic female 3d character curly afro 4c big bun hair in Blender using Blender hair particle system
PixelHair ready-made full 3D beard in Blender using Blender hair particle system
PixelHair ready-made Kobe Inspired Afro 3D hairstyle in Blender using Blender hair particle system
PixelHair Realistic female 3d character pigtail dreads 4c hair in Blender using Blender hair particle system
PixelHair ready-made 3D Dreads (Heart bun) hairstyle in Blender
PixelHair Realistic Dreads 4c hair in Blender using Blender hair particle system
PixelHair ready-made Long Dreads Bun 3D hairstyle in Blender using Blender hair particle system
Dreads 010
yelzkizi PixelHair Realistic female 3d character Cardi B Bow Tie weave 4c hair in Blender using Blender hair particle system
PixelHair pre-made Tyler the Creator Chromatopia  Album 3d character Afro in Blender using Blender hair particle system
PixelHair ready-made 3D hairstyle of Doja Cat Afro Curls in Blender
PixelHair ready-made Afro fade 3D hairstyle in Blender using Blender hair particle system
PixelHair ready-made 3D full beard with magic moustache in Blender using Blender hair particle system
PixelHair ready-made 3D hairstyle of Big Sean  Spiral Braids in Blender with hair particle system
PixelHair ready-made 3D hairstyle of Big Sean Afro Fade in Blender
PixelHair pre-made dreads / finger curls hairsty;e in Blender using Blender hair particle system
PixelHair ready-made 3D KSI fade dreads hairstyle in Blender using hair particle system
yelzkizi PixelHair Realistic male 3d character fade 3d hair in Blender using Blender hair particle system
PixelHair Realistic Killmonger from Black Panther Dreads fade 4c hair in Blender using Blender hair particle system
PixelHair ready-made iconic 3D Drake braids hairstyle in Blender using hair particle system
PixelHair ready-made 3D full stubble beard with in Blender using Blender hair particle system
PixelHair ready-made full Chris Brown 3D goatee in Blender using Blender hair particle system
PixelHair ready-made Pop smoke braids 3D hairstyle in Blender using Blender hair particle system
PixelHair ready-made Rema dreads 3D hairstyle in Blender using Blender hair particle system
PixelHair ready-made 3D hairstyle of Travis scott braids in Blender
PixelHair ready-made pigtail female 3D Dreads hairstyle in Blender with blender hair particle system
PixelHair ready-made 3D hairstyle of Khalid Afro Fade  in Blender
PixelHair ready-made iconic Kodak thick black dreads 3D hairstyle in Blender using hair particle system
yelzkizi PixelHair Realistic female 3d character curly weave 4c hair in Blender using Blender hair particle system
PixelHair ready-made iconic xxxtentacion black and blonde dreads 3D hairstyle in Blender using hair particle system
PixelHair ready-made full  weeknd 3D moustache stubble beard in Blender using Blender hair particle system
PixelHair Realistic 3d character curly afro fade taper 4c hair in Blender using Blender hair particle system
PixelHair ready-made Polo G dreads 3D hairstyle in Blender using hair particle system
PixelHair Realistic female 3d charactermohawk knots 4c hair in Blender using Blender hair particle system
PixelHair pre-made Ken Carson Fade Taper in Blender using Blender hair particle system
PixelHair Realistic Juice 2pac 3d character afro fade taper 4c hair in Blender using Blender hair particle system
PixelHair pre-made Afro Fade Taper in Blender using Blender hair particle system
PixelHair ready-made iconic J.cole dreads 3D hairstyle in Blender using hair particle system
PixelHair Realistic 3d character clean shaved patchy beard in Blender using Blender hair particle system
PixelHair ready-made full 3D beard in Blender using Blender hair particle system
PixelHair ready-made iconic Lil Yatchy braids 3D hairstyle in Blender using hair particle system
PixelHair ready-made Snoop Dogg braids hairstyle in Blender using Blender hair particle system
Fade 009
PixelHair pre-made Chris Brown inspired curly afro 3D hairstyle in Blender using Blender hair particle system
PixelHair pre-made Drake Braids Fade Taper in Blender using Blender hair particle system
yelzkizi PixelHair Realistic female 3d character 4 braids knot 4c afro bun hair in Blender using Blender hair particle system
Bantu Knots 001
PixelHair ready-made Neymar Mohawk style fade hairstyle in Blender using Blender hair particle system
PixelHair pre-made Chadwick Boseman Mohawk Afro Fade Taper in Blender using Blender hair particle system
PixelHair ready-made 3D hairstyle of Nipsey Hussle Beard in Blender
PixelHair ready-made Lil Baby dreads woven Knots 3D hairstyle in Blender using hair particle system
PixelHair ready-made chrome heart cross braids 3D hairstyle in Blender using hair particle system
PixelHair Realistic r Dreads 4c hair in Blender using Blender hair particle system
PixelHair pre-made The weeknd Dreads 3D hairstyle in Blender using Blender hair particle system
PixelHair ready-made Rhino from loveliveserve style Mohawk fade / Taper 3D hairstyle in Blender using Blender hair particle system
PixelHair ready-made Braids Bun 3D hairstyle in Blender using Blender hair particle system
PixelHair pre-made Omarion Braided Dreads Fade Taper in Blender using Blender hair particle system
PixelHair ready-made Chadwick Boseman full 3D beard in Blender using Blender hair particle system
PixelHair ready-made 3D fade dreads in a bun Hairstyle  in Blender
PixelHair Realistic 3d character bob afro  taper 4c hair in Blender using Blender hair particle system
PixelHair ready-made top woven dreads fade 3D hairstyle in Blender using Blender hair particle system
PixelHair Realistic female 3d character bob afro 4c hair in Blender using Blender hair particle system
yelzkizi PixelHair Realistic female 3d character curly afro 4c big bun hair with scarf in Blender using Blender hair particle system
PixelHair Realistic 3d character afro fade taper 4c hair in Blender using Blender hair particle system
PixelHair ready-made 3D full big beard with in Blender using Blender hair particle system
PixelHair pre-made Burna Boy Dreads Fade Taper in Blender using Blender hair particle system
PixelHair Realistic 3d character bob mohawk Dreads taper 4c hair in Blender using Blender hair particle system
PixelHair ready-made 3D hairstyle of Nipsey Hussle Braids in Blender
PixelHair ready-made 3D hairstyle of lewis hamilton Braids in Blender
PixelHair ready-made Top short dreads fade 3D hairstyle in Blender using Blender hair particle system
PixelHair pre-made female 3d character Curly  Mohawk Afro in Blender using Blender hair particle system
PixelHair ready-made spiked afro 3D hairstyle in Blender using hair particle system
PixelHair ready-made Omarion dreads Knots 3D hairstyle in Blender using hair particle system