# Substance 3d Texturing

Comprehensive skill for Adobe Substance 3D Painter texturing and material creation...

- Repository: https://github.com/freshtechbro/claudedesignskills (1210 stars)
- Category: Media
- License: MIT
- Last updated: 2025-11-20
- Runs scripts: yes, review before use

## Install

Claude Code: `npx skills add freshtechbro/claudedesignskills --skill substance-3d-texturing -g -a claude-code -y`
Codex: `npx skills add freshtechbro/claudedesignskills --skill substance-3d-texturing -g -a codex -y`
Cursor: `npx skills add freshtechbro/claudedesignskills --skill substance-3d-texturing -g -a cursor -y`
Gemini CLI: `npx skills add freshtechbro/claudedesignskills --skill substance-3d-texturing -g -a gemini-cli -y`
Claude Code plugin marketplace: `/plugin marketplace add freshtechbro/claudedesignskills`

## Description

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 Python API automation. Creates optimized textures for threejs-webgl, react-three-fiber, and babylonjs-engine materials.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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 information
- `normal` - 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/occlusion
- `height` - Grayscale displacement/height
- `emissive` - RGB self-illumination
- `opacity` - 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:

The rest: https://github.com/freshtechbro/claudedesignskills/blob/HEAD/.claude/skills/substance-3d-texturing/SKILL.md
