Pick a theme - stylised or realistic; sci-fi, damaged, clean, rusted, stone, fabric and more - tune every PBR channel, and export a Substance 3D Painter Python script that builds the whole layer stack, plus procedural base maps. Design once, generate the material.
100% free · no account · no login · runs in your browser
Stylised and realistic base styles across a researched library: verdigris copper, patina bronze, blued and damascus steel, galvanised zinc, carbon fibre, brushed titanium, glowing lava rock, wet cobblestone, snow, moss and more - correct metal albedos, metallic-vs-oxide roughness, wear in the right places.
Base color, roughness, metallic, normal, height, ambient occlusion, emissive and opacity - the metallic-roughness set Unreal and Unity expect, tuned per theme.
Export a .py that rebuilds the layer stack in Substance 3D Painter 10.1+ - folders, fill layers per channel and generator masks - via the layerstack API.
Export base color / roughness / metallic / normal / height / AO PNGs, or a whole per-engine texture set in one .zip - Unreal, Unity (Standard/URP & HDRP), Godot or glTF - with the right channel packing (ORM / MetallicSmoothness / MaskMap), normal convention (DirectX vs OpenGL) and import notes.
Every channel value and layer documented in a printable spec sheet, plus a reusable preset - standardise materials across a team or a project.
Preview the material in real 3D on a sphere, shader ball or your own glTF model, lit by a studio environment, day/sunset/night skies or an HDRI you drop in. Orbit, exposure and auto-rotate.
Nudge roughness, metallic and normal strength, or set the base and emissive colours - live overrides that flow into the maps, the 3D preview and the exported Painter script.
A dedicated full-screen 3D Painter: drop in your own model (.glb, .obj, .stl - no UVs needed, it auto-unwraps), then paint with eight tools - brush, fill, eyedropper, smudge, blur, clone stamp, gradient and image decals - with per-stroke roughness/metallic, blend modes and Wacom pen pressure. A projection brush paints across UV seams, a relief brush sculpts height that lights up, and radial/kaleidoscope symmetry, layer groups, mesh-aware edge-wear + AO shading and true mirror-X round it out. Flat/wireframe/pixel views for the low-poly look, or mask the 28 smart materials onto the mesh. Save whole projects, and export the painted maps, a per-engine texture set or a textured .glb for Unity, Unreal or Sketchfab. Try the 3D Painter →
Describe the look in plain English - "weathered bronze, a bit rougher", "tint it copper with a cyan glow", "blend toward mossy stone", "show it in 3D" - and the Studio assistant sets the controls for you. It steers the app; it won't invent materials or fake a .spsm. Works offline with a built-in rule-based fallback.
Pick a theme and base style, review the channel targets and the layer recipe. Watch the lit preview update live.
Export a Painter Python script that encodes the whole stack, plus base maps and a spec sheet you can keep.
In Substance 3D Painter 10.1+, run the script from the Python menu. It builds the folders, fills and generator masks on your active texture set - a real, editable material.
The Substance Painter smart-material format (.spsm) is closed - Adobe publishes no spec, and it can only be authored inside Painter. Any browser tool claiming to export a drop-in smart-material file is promising something that cannot work.
So we do the honest, more useful thing: generate the Painter Python script that builds the real material inside Painter, using the layerstack API (Painter 10.1+). You get an editable, layered material on your own mesh - not a dead file.
Two things to know: mask generators (Metal Edge Wear, Dirt, ...) reference shelf resources that must exist on your machine - the script searches for them and falls back to a plain mask when one is missing; and the procedural base maps are baked, mesh-unaware textures - a base layer, not the smart material itself.
Every feature is free for everyone - no sign-up, no login, no trial, no paywall. Nothing to install and nothing is uploaded: it all runs in your browser.
For every texture artist, hobbyist and studio
Runs entirely in your browser · no account, no upload, no cost.
No - and neither can any browser tool, honestly. The .spsm format is closed and can only be authored inside Painter. Instead we export a Painter Python script that rebuilds the layer stack inside Painter 10.1+, so you get a real, editable material.
The full metallic-roughness set: base color, roughness, metallic, normal, height, ambient occlusion, emissive and opacity - what Unreal and Unity expect. Each theme sets targets for every channel.
They're procedural PBR maps you import into Painter as a starting base layer. They're baked, mesh-unaware pixels - a head start, not an editable smart material. The Painter script is where the editable material comes from.
Substance 3D Painter 10.0 or newer (the layerstack API is 2024+), a project open with a mesh, and the mask generators on your shelf. The script searches for generators and degrades gracefully when one is missing.
Yes - completely free, with no account and no login. Every feature is included: the full theme library, all PBR channels, the 3D Painter, per-engine texture export and the Painter Python-script export. It runs entirely in your browser, so nothing is uploaded.
Yes. The app has a 3D viewer that applies the generated maps to a sphere, shader ball, cube, cylinder or plane - or your own .glb/.gltf model - and lights it with a studio environment, day/sunset/night skies or an HDRI you upload. Orbit, exposure and auto-rotate are built in. It needs WebGL; where that's unavailable it falls back to the 2D map preview.
Yes - it is a proper little paint studio. Paint your material onto the mesh in a multi-layer stack (each layer its own mask, opacity and visibility), with soft/hard/spatter/noise brush tips, mirror symmetry, undo/redo and save/restore. It is mesh-aware: bake curvature + AO from your model and one-click fill the real convex edges or cavities. Paint in 3D or in the flattened 2D UV view, then export the mask, the composited maps, or a packed ORM engine set. Honest limits: it is a browser preview of a masked layer stack with approximate baked AO, not a replacement for Substance 3D Painter - the deep work still lives in Painter, which the generated script sets up.
No. Substance 3D Painter is an Adobe product; we're an independent tool that generates scripts and references for it. No affiliation or endorsement.
How to design materials, script Painter and get the PBR channels right.
Import a model, bake mesh maps, hand-paint or mask materials onto the surface, and export a textured .glb - no install.
Flat-fill and shade stylised game assets with blend modes, pixel-crisp filtering and a UV-island fill bucket.
An honest comparison - what the browser tool does, and where Substance 3D Painter still wins.
From a theme to a real material in Substance Painter - design, tune, preview in 3D, export, and run the script.
What a smart material is, how to build one from a layer stack, and the faster way to start the stack.
Build a layer stack with the layerstack API - groups, fills, channels, masks and generators.
Base color, roughness, metallic, normal, height, AO, emissive and opacity - and the values that read right.
What .spsm is, why it is closed, and what you can and cannot generate outside Painter.