Adobe Substance Painter is the reference 3D texturing software, used in video games, cinema, animation, automotive and product design. It allows painting PBR (Physically Based Rendering) materials on 3D models, with smart materials, procedural generators and map baking. ITTA offers an Adobe catalogue and a 3D animation and VR sub-domain covering the 3D production chain. Sessions delivered in Geneva, Lausanne and interactive virtual classroom.
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Adobe Substance Painter is the most widespread 3D texturing software in modern production. Initially developed by Allegorithmic, the Substance suite (Painter, Designer, Sampler, Stager) was acquired by Adobe in January 2019 and integrated into Creative Cloud under the Adobe Substance 3D brand. Substance Painter allows painting PBR (Physically Based Rendering) materials directly on 3D models, with a non-destructive workflow based on layers, masks, procedural generators and reusable smart materials.
The Substance Painter perimeter covers several uses: texturing of characters and props for video games (mobile, console, PC, AAA), texturing for cinema and animation (VFX, 3D animation, short film), product visualisation and industrial design (automotive, furniture, luxury, e-commerce), virtual and augmented reality, archviz and architecture. Compatible exports are standardised (PBR Metal-Roughness or Specular-Glossiness) to integrate into real-time engines (Unreal Engine, Unity, Godot) and offline renderers (Arnold, V-Ray, Redshift, Cycles, Octane, Karma).
ITTA does not currently offer a dedicated Substance Painter course in the EN catalogue. Specific Substance Painter offering in French-speaking Switzerland is mainly carried by specialised 3D training centres (HEAD, ECAL in continuing education, online platforms like The Gnomon Workshop, FlippedNormals, ArtStation Learning), by enterprise Adobe resellers for corporate needs, and by freelance 3D trainers. For profiles interested in the 3D production chain and multimedia, ITTA offers an Adobe Creative Cloud catalogue and a 3D animation and VR sub-domain covering related tools.
Our Substance Painter offer fits into the root Adobe catalogue, regrouping all Adobe Creative Cloud tools. For multimedia / 3D profiles, the 3D animation and VR sub-domain covers 3D modelling, animation and rendering tools, and the Cinema 4D Maxon publisher is a 3D modelling and animation tool covered in the catalogue. For 3D sculpting (preparation step for texturing), the ZBrush Pixologic publisher (Maxon acquisition) is complementary.
3D profile specialised in asset texturing (characters, props, environments). Works in Substance Painter and Substance Designer, interacting with modelers (Maya, Blender, ZBrush) and engines (Unreal, Unity). Ad hoc training or intensive self-training is generally the path.
Broader 3D profile (modelling, animation, lighting) integrating Substance Painter for texturing quality. Requires a solid 3D foundation (Cinema 4D, Maya, Blender) and PBR understanding. Our Cinema 4D Maxon catalogue and the 3D animation and VR sub-domain are useful.
Profile producing photorealistic visuals for product communication (automotive, furniture, luxury). Substance Painter allows complex texturing (leather, brushed metal, multi-layer paint). Our Adobe Creative Cloud catalogue complements with Photoshop, Illustrator, After Effects.
Profile producing AR / VR experiences (Vision Pro, Quest, industrial training). Substance Painter allows performant texturing for real-time engines. The 3D animation and VR sub-domain is a complement.
Several trends shape 3D texturing in 2026. Generative AI enters Substance via Adobe Firefly: material generation from images or text prompts (Substance 3D Sampler), texture upscaling, assisted procedural generation. Photogrammetry and 3D scanning (with Substance 3D Sampler) democratise the use of captured real materials for archviz and product projects. Real-time engines (Unreal Engine 5 with Nanite and Lumen, Unity HDRP) modify texturing needs: Nanite reduces dependency on complex normal maps but maintains the importance of PBR materials. Apple Vision Pro and the XR (extended reality) market create new opportunities for photorealistic 3D content. On the competition side, Substance Painter remains the commercial 3D texturing reference, with more niche alternatives (Mari for VFX cinema, 3DCoat for indie 3D, Quixel Mixer free for beginners).
Does ITTA offer a Substance Painter course?
Not currently. Our Adobe Creative Cloud catalogue covers the main Adobe tools (Photoshop, Illustrator, InDesign, After Effects, Premiere Pro). For Substance Painter specifically, specialised online 3D platforms (The Gnomon Workshop, FlippedNormals, ArtStation Learning) or 3D schools (HEAD, ECAL, ESMA) are better sized.
Is Substance Painter included in Creative Cloud?
Yes, since Adobe integration in 2019. Substance Painter is part of the Substance 3D Collection offering, available as a separate subscription or included in certain Creative Cloud All Apps plans. Adobe also offers Substance 3D Texturing (Painter + Sampler) and Substance 3D Collection (complete suite).
Substance Painter or Mari: which choice?
Substance Painter is the texturing reference for video games, animation, product design and archviz. Mari (Foundry) remains more used in high-end VFX cinema production (Marvel, Disney+, Netflix) for very high-resolution texture needs (UDIM). For most profiles in French-speaking Switzerland, Substance Painter is more relevant and more accessible.
Do you need to know 3D modelling before Substance Painter?
Yes, a 3D modelling foundation (Cinema 4D, Blender, Maya, ZBrush) is very useful to understand topology, UV unwrapping, normals, smoothing groups. Substance Painter textures an already-prepared and unwrapped 3D model. Our Cinema 4D Maxon catalogue and the 3D animation and VR sub-domain cover these fundamentals.
For profiles interested in 3D texturing and the 3D production chain, here are the key resources:
For a profile wanting to enter 3D texturing, a typical path can be: 3D modelling foundation via Cinema 4D Maxon or Blender (self-training), Photoshop foundation for digital painting basics, sculpting via ZBrush Pixologic for organic details, then Substance Painter specialisation via specialised 3D platforms. For the realtime dimension, add Unreal Engine or Unity (self-training). Our Adobe Creative Cloud, Cinema 4D Maxon and ZBrush Pixologic catalogue provides the ITTA foundation. Our pedagogical advisors help sequence according to profile and production target.
Although Substance Painter is not directly in the catalogue, our Adobe Creative Cloud, Cinema 4D Maxon and ZBrush Pixologic sessions take place in Geneva and Lausanne in person, and in interactive virtual classroom with a live trainer. For specific Substance Painter texturing in-house needs (video game studio, creative agency, product design team), our pedagogical team can study the request case by case with external specialised 3D instructors. Modalities communicated at need evaluation.
For profiles wanting to deepen Substance Painter beyond the ITTA catalogue, several resources are recognised. Adobe Substance 3D Tutorials offers free official tutorials. The Gnomon Workshop, FlippedNormals and ArtStation Learning are the reference platforms for professional 3D. YouTube has many tutorials (channels like Speedchar, JL Mussi, RebelWay). Substance 3D Community on Discord and the Adobe forum regroup users. ArtStation and Sketchfab allow analysing texturing artists’ work and downloading smart materials.
ITTA offers a structured multimedia catalogue covering Adobe Creative Cloud, Cinema 4D Maxon, ZBrush Pixologic, as well as a 3D animation and VR sub-domain. This continuity is valuable for profiles building a 3D pipeline and wanting a multi-tool vision. Our multimedia trainers are professionals active on 3D projects in French-speaking Switzerland (agencies, studios, continuing education), able to share concrete cases and orient toward the right specialised Substance / VFX / video game partners depending on context. Sessions in Geneva, Lausanne and interactive virtual classroom, in-house and inter-company.

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