Substance Painter Workflow

I really like Substance Painter and I make all the textures and bakes in it, even hand-painted. Baked Light Filter helps to save a lot of time and not to draw the shadows with your hands – very helpful for mobile assets. I also use it on PBR setup with low opacity to receive more volume and depth.

Usually, I start with baking all the textures. I like to use Match By Suffix where your low poly meshes use suffix _low and high poly suffix _high to bake everything in one step without overlapping. To set suffixes I export all high poly meshes from ZBrush to 3ds Max. Also, I assign all the materials in Max to get the ID map by mesh color in Substance.

Then I start texturing by rolling through the built-in smart material library or try to find missing ones on Substance Share. Then I adjust them for my needs.