3D Pipeline & Technical Art

Substance Painter Texturing

Substance Painter texturing gives an approved 3D asset a consistent PBR surface treatment and exports maps for the renderer or engine named in the brief.

  • Delivery4–20 days
  • RevisionsPackage dependent
  • PricingQuoted by scope

What this service covers

I inspect the mesh, UVs, naming, and bake requirements before painting. Material references, age, wear, manufacturing method, texel density, and target resolution are agreed so the surface treatment supports the asset rather than adding random detail.

The work can include mesh-map baking, material separation, hand-painted masks, decals, controlled wear, and reusable layers. Exports are configured for the specified metallic-roughness, specular-glossiness, or custom channel workflow.

Clean source geometry and usable UVs are prerequisites. Mesh repair, UV work, high-to-low baking fixes, paid materials, and engine shader setup are separate unless included in the package.

What's included

  • Mesh and UV preflight
  • PBR texture painting
  • Required bake maps
  • Target-specific texture exports

Tools and platforms

Substance 3D PainterPBRTexture BakingMaterial Channels

How the project works

  1. 01

    Scope

    We define the objective, deliverables, dependencies, and success criteria before production starts.

  2. 02

    Build

    You review working previews, so decisions are made against tangible output.

  3. 03

    Refine

    The agreed revision rounds are used to complete details within scope.

  4. 04

    Handover

    I deliver the agreed files, access, and practical usage notes in an organized package.

3D Pipeline & Technical Art · Delivery

Choose the right level of scope

Final pricing is provided after scope, deliverables, and integrations are confirmed.

Small

Simple material set

One simple asset with up to two materials.

  • Mesh preflight
  • Up to 2 materials
  • Basic bake maps
  • Up to 2K exports
  • Painter source file
Delivery: 4–7 days Revisions: 1
Medium

Detailed asset

One detailed asset with layered PBR treatment.

  • Up to 4 materials
  • Detailed masks and wear
  • Bake troubleshooting
  • Up to 4K exports
  • Source and preset
Delivery: 8–12 days Revisions: 2
Large

Texture set

A defined set of related assets with consistent materials.

  • Up to 5 agreed assets
  • Shared material direction
  • Consistent texel density
  • Target-specific exports
  • Organized source files
Delivery: 12–20 days Revisions: 3

Frequently asked questions

Which texture maps will I receive?

The export preset is matched to your renderer or engine. Typical outputs include base color, normal, roughness, metallic, ambient occlusion, and any agreed opacity or emissive maps.

Can you texture a model made by someone else?

Yes, after a preflight. Poor UVs, overlapping shells, broken normals, or an unsuitable bake cage may need correction before texturing can begin.

Will the textures look identical in every program?

No. Color management, lighting, shaders, normal orientation, and channel conventions vary. I configure and test against the target named in the brief.

Get a quote for Substance Painter Texturing.

Share a short brief and I’ll help define the scope, dependencies, and a realistic delivery window.

Tell me about the project