Sierra Division Academy Logo

Creating Realistic Textures in Substance 3D Painter

OVERVIEW

Realism in texturing is more than detail; it is about creating materials that feel alive. In this course, Sierra Division Environment Artist Niels Couvreur will guide you through Substance 3D Painter to achieve that level of authenticity. Niels will share the knowledge he has gained over the years to help you work more efficiently and develop a stronger eye for realism, so you’ll be able to create convincing textures and apply that expertise to future projects.

Through hands-on practice, you’ll learn to texture various material types such as rust, wood, and metal, build custom smart materials and masks, and master layering techniques. You’ll see how subtle texture choices can elevate your game assets and make them feel real. Niels will also demonstrate how to use supporting tools to enhance your texturing workflow and deliver optimized workfiles with packed maps. By the end of the course, you’ll be able to render your assets, presenting your work in a polished, professional format that highlights both realism and storytelling.

 

THIS COURSE IS IDEAL FOR

Artists with beginner to intermediate texturing experience who want to strengthen their skills, develop greater realism in their work, and take their texturing to the next level.

 

BENEFITS

  • Acquire a wide understanding of the base principles of texturing and layering
  • Learn to create custom 3D materials
  • Master techniques essential for creating professional-quality assets
  • Further your knowledge and skills with Substance 3D Painter
  • Learn from a top artist at Sierra Division
  • Course content and Miro board access for 1-year
  • Learn alongside your peers on a shared Miro board – see the feedback they receive to gain insights, spark new ideas, and refine your own creation
  • 1-year FREE license for Substance Collection*

 

COURSE GOALS

  • Students will be able to create their own materials from scratch
  • Students will have a selection of ready to use smart materials and will be able to create their own
  • Students will be able to create their own smart masks
  • Students will have a wide understanding of the base principles of texturing and layering
  • Students will be able to use external software to aid in the texturing process
  • Students will be able to deliver an optimised workfile
  • Students will be able to create their own export presets with packed maps
  • Students will be able to render out their assets in Omniverse

 

*Subject to Adobe approval, terms, and eligibility.

Open metal toolbox 3D render with chisels, cigarettes, a brass lighter and rusty hardware on a light background created with Substance 3D Painter

Registration Period

Dec 1, 2025 –
 Feb 8, 2026

Start Date

Feb 2, 2026
Assignments

Due weekly

Prerequisites
  • Adobe 3D Painter

  • Photoshop or similar software (free online version: Photopea)

  • Paid: Marmoset Toolbag 5 (older version works too)

  • Free: Nvidia Omniverse USD Composer

  • Rendering, either software works, both are covered

  • Any 3D Modeling software (moving around assets for the final renders)

  • PureRef or Miro (Provided) or any other reference software

Course Content

Week 1Introduction and Foundations. References and Building a base metal smart material
In week one, students will get the chance to learn about the course structure, expectations and goals. Students will learn how to set up a Painter scene correctly to resemble Unreal Engine. Students will also learn how to look for reference and analyze them correctly, ultimately setting up their own organized reference board. A base texturing workflow will be established by analyzing our references.

Students will learn different chemical reactions that can appear on a metal. Students will have an understanding of how to make a base metal look interesting using different techniques such as; gradient filter and using tools and filters that Adobe 3D painter has to offer. Students will learn how to ‘lookdev’ their material by adjusting layer properties and filters.
Week 2Establishing a rust smart material
Students will learn how to create a visually compelling rust smart material with all the knowledge they’ve gained so far. The students will learn about rust in general from real life reference, and learn how to apply it in Painter. Students will have an in-depth understanding of the Anchor Point system within Adobe 3D Painter. In the end, students will have a customisable rust smart material to be used on the tool box. Students will see how to apply the created smart material to a mesh, and will be explained why creating a material on a basic sphere is not advised, they will also learn how to fix any issues that might appear with different projection methods. Students will also learn how to create a leaking rust effect.
Week 3Creating a base realistic wood material
Students will learn how to create a tiling texture from an image using Photoshop, delighting an image and making it tile seamlessly.

Students will be taught how to texture different types of wood meshes. Including different types of wooden handles using a variety of different projection methods to get the desired result. They will also have a better understanding of how to set up a wood material for future projects, keeping in mind the direction of the wood grain.
Week 4Going over the other assets & Establishing the base layers for the toolbox
Students will learn how to apply the metal smart material to other meshes within the project, and explore additional techniques, including scratches, height maps, and other editing techniques for the metal smart material.

Students will set up the base materials for the toolbox.
Week 5Establishing the imperfections layers for toolbox
Students will learn how to take their base texture to the next level by adding a layer of imperfections and storytelling elements. They will learn how to set up a dust layer, how to create stains, dirt and grime. Students will learn how to create a rust peeling effect. They will learn how to create stencils from images in Photoshop to be used on our toolbox.
Week 6Export preset and rendering
Students will learn how to create their own export presets and how to pack ORM maps. They will learn the basics of both Marmoset Toolbag 5 and Nvidia Omniverse to render their assets in. They will learn a basic lighting setup, and we will go over render settings and a basic sequencer setup.

Course Content

Week 1
Title for this week's content
In this week you will be creating some really cool things that, like, totally make you look like a pro
In this week you will be creating some really cool things that, like, totally make you look like a pro
In this week you will be creating some really cool things that, like, totally make you look like a pro
Niels Couvreur
Environment Artist

Niels Couvreur is an Environment Artist and Instructor at Sierra Division. Specializing in realism, he brings multiple years of experience creating game assets for AAA clients, always striving for the highest standards in quality.

One of his proudest achievements is his YouTube tutorial for Sierra Division that guides artists through the process of designing CAD game assets. This experience helped shape his teaching style and strengthened his commitment to sharing his knowledge within the game development community.

His regular interactions with aspiring artists inform his approach to teaching. Understanding the technical and creative challenges faced by industry newcomers, Niels combines his professional experience with practical teaching methods. This approach helps students build both the technical skills and artistic confidence they need to kickstart their careers in game development.

Instructor's Gallery
Meet Your Instructor
Personalized Feedback

Get tailored feedback on every assignment from leading industry experts.

Flexible Learning

Learn from anywhere! Each program is designed to help you progress with confidence and purpose.

1-Year Course Access

Review course instructions and videos for a year after the course end date.

EXPERT GUIDANCE

Get feedback and guidance on every assignment from leading industry experts.

FLEXIBLE LEARNING

Learn from anywhere! Each program is designed to help you progress with confidence and purpose.

1-YEAR COURSE ACCESS

Review course instructions and videos for a year after the course end date.

Pricing

Budget-friendly courses and flexible payment plans let you focus on learning

Pay in four easy installments
$162.50

One-time Payment
$650

Pay in four easy installments

$137.50

One-time Payment

$550

Related Courses

Crafting Environments: Career Kickstarter

Alex Beddows photo
Alex Beddows
Set yourself up for success in the Games Industry by creating a strong portfolio project that not only highlights your skills but also demonstrates that you are ready to land your dream job at a AAA studio. Guided by seasoned environment artist Alex Beddows, you’ll gain insider insights and hands-on experience to make your portfolio truly shine.

Game Art Texturing Masterclass – The Complete Pipeline

Robin Mariančík
Learn to think and work like a Senior 3D Artist with Sierra Division’s Robin Mariančík. In this in-depth masterclass, Robin will take you through the complete 3D texturing pipeline used in AAA game production. You’ll learn how to organize your workflow, create optimized textures, and understand how each step connects to professional studio standards.

Get Notified!

Provide your info below and we’ll notify you as soon as additional sessions or seats are available.

Payment Options

Pay in equal monthly installments* or pay the balance in full. Whichever option you choose, you’ll reserve your seat right away—secure, simple, and designed to fit your budget. It’s our goal to make our educational content as accessible as possible.

*Currently only available in the USA.