Guides Adobe Substance 3D Painter workflows for PBR material creation, web-optimized texture export to Three.js, Babylon.js, Unity, Unreal, and Python API batch automation.
npx claudepluginhub freshtechbro/claudedesignskills --plugin substance-3d-texturingThis skill uses the workspace's default tool permissions.
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.
assets/README.mdassets/export_templates/babylonjs_pbr.jsonassets/export_templates/gltf_standard.jsonassets/export_templates/mobile_webgl.jsonassets/export_templates/threejs_optimized.jsonassets/export_templates/web_orm_packed.jsonreferences/export_presets.mdreferences/pbr_channel_guide.mdreferences/python_api_reference.mdscripts/batch_export.pyscripts/generate_export_preset.pyscripts/web_optimizer.pyCreates isolated Git worktrees for feature branches with prioritized directory selection, gitignore safety checks, auto project setup for Node/Python/Rust/Go, and baseline verification.
Executes implementation plans in current session by dispatching fresh subagents per independent task, with two-stage reviews: spec compliance then code quality.
Dispatches parallel agents to independently tackle 2+ tasks like separate test failures or subsystems without shared state or dependencies.
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:
Substance 3D Painter uses the metallic/roughness PBR workflow with these core channels:
Base Texture Maps:
baseColor (Albedo) - RGB diffuse color, no lighting informationnormal - RGB normal map (tangent space)metallic - Grayscale metalness (0 = dielectric, 1 = metal)roughness - Grayscale surface roughness (0 = smooth/glossy, 1 = rough/matte)Additional Maps:
ambientOcclusion (AO) - Grayscale cavity/occlusionheight - Grayscale displacement/heightemissive - RGB self-illuminationopacity - Grayscale transparencySubstance 3D Painter includes built-in export presets for common engines:
For web engines, PBR Metallic Roughness is the universal standard.
Common resolutions for web (powers of 2):
Web optimization rule: Start at 1024×1024, scale up only when texture detail is visible.
Manual export workflow for single texture set:
Steps:
Result files:
MyAsset_baseColor.png
MyAsset_normal.png
MyAsset_metallicRoughness.png // Packed: R=nothing, G=roughness, B=metallic
MyAsset_emissive.png // Optional
Three.js usage:
import * as THREE from 'three';
const textureLoader = new THREE.TextureLoader();
const material = new THREE.MeshStandardMaterial({
map: textureLoader.load('MyAsset_baseColor.png'),
normalMap: textureLoader.load('MyAsset_normal.png'),
metalnessMap: textureLoader.load('MyAsset_metallicRoughness.png'),
roughnessMap: textureLoader.load('MyAsset_metallicRoughness.png'),
aoMap: textureLoader.load('MyAsset_ambientOcclusion.png'),
});
Automate export for multiple texture sets:
import substance_painter.export
import substance_painter.resource
import substance_painter.textureset
# Define export preset
export_preset = substance_painter.resource.ResourceID(
context="starter_assets",
name="PBR Metallic Roughness"
)
# Configure export for all texture sets
config = {
"exportShaderParams": False,
"exportPath": "C:/export/web_textures",
"defaultExportPreset": export_preset.url(),
"exportList": [],
"exportParameters": [{
"parameters": {
"fileFormat": "png",
"bitDepth": "8",
"dithering": True,
"paddingAlgorithm": "infinite",
"sizeLog2": 10 // 1024×1024
}
}]
}
# Add all texture sets to export list
for texture_set in substance_painter.textureset.all_texture_sets():
config["exportList"].append({
"rootPath": texture_set.name()
})
# Execute export
result = substance_painter.export.export_project_textures(config)
if result.status == substance_painter.export.ExportStatus.Success:
for stack, files in result.textures.items():
print(f"Exported {stack}: {len(files)} textures")
else:
print(f"Export failed: {result.message}")
Export different resolutions for different assets (e.g., hero vs. background):
config = {
"exportPath": "C:/export",
"defaultExportPreset": export_preset.url(),
"exportList": [
{"rootPath": "HeroCharacter"}, # Will use 2048 (override below)
{"rootPath": "BackgroundProp"} # Will use 512 (override below)
],
"exportParameters": [
{
"filter": {"dataPaths": ["HeroCharacter"]},
"parameters": {"sizeLog2": 11} # 2048×2048
},
{
"filter": {"dataPaths": ["BackgroundProp"]},
"parameters": {"sizeLog2": 9} # 512×512
}
]
}
Create custom preset to export metallic and roughness as separate files:
custom_preset = {
"exportPresets": [{
"name": "WebGL_Separated",
"maps": [
{
"fileName": "$textureSet_baseColor",
"channels": [
{"destChannel": "R", "srcChannel": "R", "srcMapType": "documentMap", "srcMapName": "baseColor"},
{"destChannel": "G", "srcChannel": "G", "srcMapType": "documentMap", "srcMapName": "baseColor"},
{"destChannel": "B", "srcChannel": "B", "srcMapType": "documentMap", "srcMapName": "baseColor"}
]
},
{
"fileName": "$textureSet_normal",
"channels": [
{"destChannel": "R", "srcChannel": "R", "srcMapType": "documentMap", "srcMapName": "normal"},
{"destChannel": "G", "srcChannel": "G", "srcMapType": "documentMap", "srcMapName": "normal"},
{"destChannel": "B", "srcChannel": "B", "srcMapType": "documentMap", "srcMapName": "normal"}
]
},
{
"fileName": "$textureSet_metallic",
"channels": [
{"destChannel": "R", "srcChannel": "R", "srcMapType": "documentMap", "srcMapName": "metallic"}
],
"parameters": {"fileFormat": "png", "bitDepth": "8"}
},
{
"fileName": "$textureSet_roughness",
"channels": [
{"destChannel": "R", "srcChannel": "R", "srcMapType": "documentMap", "srcMapName": "roughness"}
],
"parameters": {"fileFormat": "png", "bitDepth": "8"}
}
]
}]
}
config = {
"exportPath": "C:/export",
"exportPresets": custom_preset["exportPresets"],
"exportList": [{"rootPath": "MyAsset", "exportPreset": "WebGL_Separated"}]
}
Aggressive compression for mobile WebGL:
mobile_config = {
"exportPath": "C:/export/mobile",
"defaultExportPreset": export_preset.url(),
"exportList": [{"rootPath": texture_set.name()}],
"exportParameters": [{
"parameters": {
"fileFormat": "jpeg", # JPEG for baseColor (lossy but smaller)
"bitDepth": "8",
"sizeLog2": 9, # 512×512 maximum
"paddingAlgorithm": "infinite"
}
}, {
"filter": {"outputMaps": ["$textureSet_normal", "$textureSet_metallicRoughness"]},
"parameters": {
"fileFormat": "png" # PNG for data maps (need lossless)
}
}]
}
Post-export: Use tools like pngquant or tinypng for further compression.
Export textures for glTF 2.0 format:
gltf_config = {
"exportPath": "C:/export/gltf",
"defaultExportPreset": substance_painter.resource.ResourceID(
context="starter_assets",
name="PBR Metallic Roughness"
).url(),
"exportList": [{"rootPath": texture_set.name()}],
"exportParameters": [{
"parameters": {
"fileFormat": "png",
"bitDepth": "8",
"sizeLog2": 10, # 1024×1024
"paddingAlgorithm": "infinite"
}
}]
}
# After export, reference in glTF:
# {
# "materials": [{
# "name": "Material",
# "pbrMetallicRoughness": {
# "baseColorTexture": {"index": 0},
# "metallicRoughnessTexture": {"index": 1}
# },
# "normalTexture": {"index": 2}
# }]
# }
Auto-export on save using Python plugin:
import substance_painter.event
import substance_painter.export
import substance_painter.project
def auto_export(e):
if not substance_painter.project.is_open():
return
config = {
"exportPath": substance_painter.project.file_path().replace('.spp', '_textures'),
"defaultExportPreset": substance_painter.resource.ResourceID(
context="starter_assets", name="PBR Metallic Roughness"
).url(),
"exportList": [{"rootPath": ts.name()} for ts in substance_painter.textureset.all_texture_sets()],
"exportParameters": [{
"parameters": {"fileFormat": "png", "bitDepth": "8", "sizeLog2": 10}
}]
}
substance_painter.export.export_project_textures(config)
print("Auto-export completed")
# Register event
substance_painter.event.DISPATCHER.connect(
substance_painter.event.ProjectSaved,
auto_export
)
Use exported textures in R3F:
import { useTexture } from '@react-three/drei';
function TexturedMesh() {
const [baseColor, normal, metallicRoughness, ao] = useTexture([
'/textures/Asset_baseColor.png',
'/textures/Asset_normal.png',
'/textures/Asset_metallicRoughness.png',
'/textures/Asset_ambientOcclusion.png',
]);
return (
<mesh>
<boxGeometry />
<meshStandardMaterial
map={baseColor}
normalMap={normal}
metalnessMap={metallicRoughness}
roughnessMap={metallicRoughness}
aoMap={ao}
/>
</mesh>
);
}
See react-three-fiber skill for advanced R3F material workflows.
import { PBRMaterial, Texture } from '@babylonjs/core';
const pbr = new PBRMaterial("pbr", scene);
pbr.albedoTexture = new Texture("/textures/Asset_baseColor.png", scene);
pbr.bumpTexture = new Texture("/textures/Asset_normal.png", scene);
pbr.metallicTexture = new Texture("/textures/Asset_metallicRoughness.png", scene);
pbr.useRoughnessFromMetallicTextureAlpha = false;
pbr.useRoughnessFromMetallicTextureGreen = true;
pbr.useMetallnessFromMetallicTextureBlue = true;
See babylonjs-engine skill for advanced PBR workflows.
.gltf JSONgltf-pipeline for Draco compression:gltf-pipeline -i model.gltf -o model.glb -d
See blender-web-pipeline skill for complete 3D asset pipeline.
Desktop WebGL: ~100-150MB total texture memory Mobile WebGL: ~30-50MB total texture memory
Budget per asset:
.basis) - GPU texture compression (90% smaller)Pack grayscale maps into RGB channels to reduce texture count:
Packed ORM (Occlusion-Roughness-Metallic):
Export in Substance:
orm_map = {
"fileName": "$textureSet_ORM",
"channels": [
{"destChannel": "R", "srcChannel": "R", "srcMapType": "documentMap", "srcMapName": "ambientOcclusion"},
{"destChannel": "G", "srcChannel": "R", "srcMapType": "documentMap", "srcMapName": "roughness"},
{"destChannel": "B", "srcChannel": "R", "srcMapType": "documentMap", "srcMapName": "metallic"}
]
}
Always enable mipmaps in engine for textures viewed at distance:
// Three.js (automatic)
texture.generateMipmaps = true;
// Babylon.js
texture.updateSamplingMode(Texture.TRILINEAR_SAMPLINGMODE);
Problem: BaseColor exported in linear space looks washed out.
Solution: Substance exports baseColor in sRGB by default (correct). Ensure engine uses sRGB:
// Three.js
baseColorTexture.colorSpace = THREE.SRGBColorSpace;
// Babylon.js (automatic for albedoTexture)
Problem: Normal maps show inverted or incorrect shading.
Solution:
Problem: Metallic/roughness texture has swapped channels.
Solution: Default Substance export:
Problem: Black or colored lines appear at UV seams.
Solution: Set padding algorithm to "infinite" in export settings:
"paddingAlgorithm": "infinite"
Problem: 4K textures cause long load times and memory issues on web.
Solution:
Problem: AO map exported but not visible in engine.
Solution:
geometry.attributes.uv2)material.useAmbientOcclusionFromMetallicTextureRed = trueSee bundled resources for complete workflows: