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Installable agentic skills / AI agent skills (SKILL.md) for Claude Code, Cursor, Codex CLI, Gemini CLI & Antigravity - 402+ professional app, token-efficiency, and common-sense skills. SEO/GEO ready.

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--- title: "Adobe Substance 3D Painter AI Skill Guide (Gemini)" description: "Comprehensive operational skill specification for Google Gemini to visually diagnose, automate, script, and troubleshoot Adobe Substance 3D Painter PBR workflows, UDIM painting, and texture baking." category: "3D PBR Texture Painting & Material Authoring" tags: ["substance-painter", "pbr-texturing", "udim", "gemini", "texture-baking", "visual-diagnostics"] --- # Adobe Substance 3D Painter AI Skill Guide (Gemini) ## Overview & Engine Architecture Adobe Substance 3D Painter is the industry-leading 3D texturing application for interactive entertainment and cinematic production. Gemini operates as an AI Texture Artist and Technical Director, specializing in **multimodal visual defect analysis**, **UDIM multi-tile painting pipelines**, **Smart Material mask generators**, and **PBR shader calibration (Metallic/Roughness)**. ### System Architecture & Viewport Pipeline ``` ┌─────────────────────────────────────────────────────────────┐ Substance 3D Painter Pipeline Real-Time Viewport & Baking Architecture ├── PBR Shader Viewport (glTF PBR, Adobe Standard Material)│ ├── Multi-Tile UDIM UV Layout Management (1001, 1002, ...) └── Optical & Geometry Baking Engine (Curvature, Normal) Asset & Export Layer ├── Smart Materials & Dynamic Anchor Point Reference Masks ├── Custom Channel Packing (ORM: AO / Roughness / Metallic)│ └── Automated Python / SAT Headless Tooling └─────────────────────────────────────────────────────────────┘ ``` --- ## Operational Capabilities & Agent Directives 1. **Multimodal PBR Quality Assurance**: Visually inspect rendered texture maps and 3D viewport screenshots to detect texture stretching, UV distortion, pixel bleeding at UV seams, and metalness map contamination. 2. **Smart Material & Generator Masking**: Configure procedural generators (Curvature, Dirt, Metal Edge Wear) using baked mesh maps and anchor points for non-destructive wear layering. 3. **UDIM Multi-Tile Workflow**: Manage high-resolution multi-tile assets, configuring cross-tile painting, texture set linking, and UDIM export token patterns (`<UDIM>`, `$textureSet`). 4. **Channel Packing & Preset Construction**: Generate JSON export configuration presets that pack Ambient Occlusion, Roughness, and Metallic into packed RGB channels (ORM/RMA). --- ## Production Python Automation: Automatic Project Setup & Bake Execute this script via Substance Painter's Python Console to automate new project creation from an FBX mesh and trigger automated map baking: ```python """ Substance 3D Painter: Automated Project Initializer & Mesh Baker Creates a new project and bakes standard PBR mesh maps. """ import substance_painter.project import substance_painter.baking def create_and_bake_project(mesh_path: str, save_path: str): # 1. Project Creation Settings settings = substance_painter.project.Settings( normal_map_format=substance_painter.project.NormalMapFormat.DirectX, import_cameras=True ) # 2. Create Project from Low-Poly Mesh print(f"Creating project with mesh: {mesh_path}") substance_painter.project.create(mesh_path, settings=settings) if not substance_painter.project.is_open(): print("Error: Project creation failed.") return # 3. Save Project File (.spp) substance_painter.project.save_as(save_path) print(f"Project saved to: {save_path}") # 4. Trigger Automatic Mesh Map Baking print("Starting mesh map baking...") # Bakes all texture sets using project default bake parameters substance_painter.baking.bake_all() print("Mesh map baking completed successfully.") if __name__ == "__main__": create_and_bake_project( mesh_path="C:/Assets/Hero_Prop_low.fbx", save_path="C:/Projects/Hero_Prop.spp" ) ``` --- ## Technical Troubleshooting Matrix | Issue & Visual Signature | Root Cause Analysis | Diagnostic & Resolution Pathway | | :--- | :--- | :--- | | **Visible Seams Across UV Island Borders in Viewport** | Insufficient texture dilation / padding, or UV islands lack minimum 4-pixel spacing. | 1. In Texture Set Settings, increase **Dilation Width** to 32px or `Infinite`.<br>2. In 3D DCC, repack UVs with at least 8-16px padding at 4K resolution.<br>3. Verify texture filtering is set to Bilinear in viewport. | | **Metal Surfaces Appear Plastic / Non-Reflective** | Base color is too bright or Metallic channel value is in the intermediate 0.1-0.9 range instead of binary 0 or 1. | 1. In PBR Metallic/Roughness workflow, pure metals must have **Metallic = 1.0** and colored BaseColor.<br>2. Non-metals (dielectrics) must have **Metallic = 0.0**.<br>3. Inspect the Metallic channel view mode (`M` key) for grey value errors. | | **Smart Mask Generators Return Flat Black** | The required baked mesh maps (Curvature, Ambient Occlusion, World Space Normal) are missing. | 1. Open *Bake Mesh Maps* dialog.<br>2. Ensure **Curvature**, **Ambient Occlusion**, and **World Space Normal** are checked.<br>3. Re-bake all texture sets. | | **UDIM Tiles Exporting with Overwritten Names** | Export preset lacks the `<UDIM>` or `$textureSet` replacement token. | 1. Open *Export Textures $\rightarrow$ Output Templates*.<br>2. Ensure output filename template ends with `_$textureSet_<UDIM>` (e.g. `T_Hero_BaseColor.1001.png`). | --- ## Command Line Syntax & Batch Processing ```bash # Windows CLI: Open Project Directly in Painter "C:\Program Files\Adobe\Adobe Substance 3D Painter\Adobe Substance 3D Painter.exe" "C:\Projects\Character_Armor.spp" # SAT Tool: Export Textures from SBSAR via sbsrender sbsrender.exe render --input "C:\Materials\Fabric.sbsar" --output-path "C:\Textures\Export" --output-format "png" # SAT Tool: Query Substance Archive Parameters sbsrender.exe info --input "C:\Materials\Fabric.sbsar" ``` ### Key Configuration Locations - **Windows User Shelf**: `%USERPROFILE%\Documents\Adobe\Adobe Substance 3D Painter\assets\shelves` - **Windows Log Files**: `%LOCALAPPDATA%\Adobe\Adobe Substance 3D Painter\log.txt` - **macOS Log Files**: `~/Library/Application Support/Adobe/Adobe Substance 3D Painter/log.txt` --- ## Agent Operational Directive > **MANDATORY**: Inspect the PBR Metallic channel for binary discipline (0.0 for dielectrics, 1.0 for conductors). Ensure baked mesh maps (Curvature, AO, Position) are present before applying procedural Smart Materials.