Project creation


Substance Painter will create a new Texture set per Material definition on the mesh you are importing.
This means you can import multiple meshes from a single file with overlapping UVs if you give them different materials.

Creating a new project

Click on File > New to create a new Substance Painter project.

You will be prompted with the following window:

  • Template: Allow to specify a template that will define the default settings of the project (texture set settings, shader and baker settings).
  • Mesh: Choose here the mesh you want to paint over.
  • Create a Texture Set per UDIM tile: this setting will convert UDIM tile (UV ranges) as individual texture set, ignoring materials. See the UDIM page for more information.
  • Normal map format: choose here the normal map format for the project, either DirectX (X+, Y-, Z+) or OpenGL (X+, Y+, Z+).
    Example: The Unreal Engine use DirectX, while Unity use OpenGL.
  • Compute tangent space per fragment: If enabled, the tangent and binormals of the mesh will be computed in the pixel shader.
    Unity requires this setting to be disabled while the Unreal Engine 4 requires this setting to be enabled.
  • Document resolution: choose the default resolution of the document. The resolution can go up to 4k and can be changed at anytime later on.
  • Mesh normal maps and baked maps: Add all the maps related to the mesh that you will need for texturing. This should be the high poly normal map, curvature map, ambient occlusion map, etc.


Follow this scheme to have your maps automatically assigned : TextureSetName_AdditionalMapSlot

Naming convention for Additional maps:

  • Ambient occlusion = ambient_occlusion  
  • Curvature = curvature  
  • Normal = normal_base
  • World Space Normal = world_space_normal
  • ID = id
  • Position = position
  • Thickness = thickness

Example : DefaultMaterial_ambient_occlusion.png

You can bake the Additional maps directly in Substance Painter or Substance Designer.