: Begin by importing your 3D model into Substance Painter. Ensure it's properly UV-mapped for optimal texturing.
In older rendering engines, a contained both the flat color and baked-in lighting information (like ambient occlusion and highlights).
The AO map provides soft, contact shadows for recessed areas, while the Curvature map identifies sharp edges. These two maps are the secret weapons for adding instant depth to a flat color map. Step 3: Building the Diffuse Layer Stack simple diffuse substance painter
Switch to the and ensure your active channel is set to Base Color (which functions as your diffuse channel). Select your brush, choose a colour, and start painting directly on the 3D model. The Base Color establishes the diffuse colour and will determine how the material looks under most lighting conditions.
Have questions about your own simple diffuse workflow? Drop them in the comments below. : Begin by importing your 3D model into Substance Painter
Once you're comfortable with simple diffuse painting, you might want to expand your skillset. Substance Painter's full PBR pipeline opens up incredible possibilities — but the foundation you've built here will serve you well.
: Controls soft ambient occlusion separately to enhance grounding and realism. Volumetric Simulation The AO map provides soft, contact shadows for
: Do not paint bright highlights or deep directional shadows directly onto a PBR base color map. Let your game engine's lights handle that.
It forces you to think about color theory and silhouette rather than relying on the software to do the heavy lifting.
Create another Fill Layer. Set the color to a bright, light tint of your base color. Disable all channels except . Add a Black Mask and add a Generator .