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March 5, 2026·7 min read

Getting Started with Textures in Substance Painter

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Importing Custom Textures as Resources

Substance Painter accepts custom textures through the Import Resources dialog. Navigate to File → Import Resources, select your PNG files, and choose the resource type: “texture” for general use, “alpha” for brush stamps, or “stencil” for projection painting. Import to “current session” for testing or “shelf” for permanent access across projects.

Using Textures as Fill Layers

Fill layers are the most efficient way to apply seamless textures across a model. Create a fill layer, then in the Properties panel, drag your imported leather or metal texture into the Base Color slot. Adjust UV Scale to control tiling density. The fill layer applies uniformly to the selected texture set, giving you a consistent base that you can then add wear and detail layers on top of.

Layered Material Workflows

The power of Substance Painter is in layered materials. Start with a base fill layer (e.g., clean wood), add a rust layer with a mask driven by cavity and edge wear generators, then add a dirt layer with ambient occlusion masking. Each layer uses a different seamless texture, and the generator-driven masks create realistic material transitions automatically.

Stencils for Projection Painting

Stencils project a texture onto your model like a projector. This is useful for placing specific details — a crack pattern, a logo, or a unique weathering mark — at exact positions. Import a texture as a stencil, position it in the viewport with S+click, then paint through it. Stencils bypass UV coordinates entirely, making them ideal for adding character to UV-stretched areas.

Exporting for Game Engines

Use the built-in export presets for Unity, Unreal, or custom configurations. Substance Painter packs channels efficiently — for UE5, the standard preset exports Albedo, Normal (DirectX format), and an ORM map (Occlusion+Roughness+Metallic packed into RGB channels). Verify that your seamless base textures tile correctly in the target engine after export.

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