home / skills / a5c-ai / babysitter / substance

This skill streamlines substance painter and designer workflows by baking textures, authoring materials, and exporting engines with procedural support.

npx playbooks add skill a5c-ai/babysitter --skill substance

Review the files below or copy the command above to add this skill to your agents.

Files (2)
SKILL.md
308 B
---
name: substance
description: Substance Painter/Designer skill for baking and material export.
allowed-tools: Read, Grep, Write, Bash, Edit, Glob, WebFetch
---

# Substance Skill

Substance texturing pipeline.

## Capabilities

- Texture baking
- Material authoring
- Engine export
- Procedural materials

Overview

This skill provides a focused Substance Painter/Designer pipeline for baking, material authoring, and engine-ready export. It streamlines texture creation and procedural material workflows so artists and technical users can produce consistent, game- and render-ready assets. The skill integrates baking, layer-based authoring, and automated export steps into deterministic tasks.

How this skill works

The skill inspects mesh and material inputs, runs texture baking passes (normal, AO, curvature, ID maps), and builds procedural materials in Designer or layered materials in Painter. It validates map resolution and naming conventions, applies export presets for target engines, and produces packaged material sets and texture atlases. Tasks are resumable and deterministic so interrupted workflows can be continued reliably.

When to use it

  • Preparing game-ready materials with consistent baking and export pipelines.
  • Automating repetitive texture authoring and export across many assets.
  • Generating procedural materials that need repeatable, parameterized outputs.
  • Converting Painter/Designer projects to engine-specific material sets.
  • Running batch bakes and exports for asset libraries or LOD variations.

Best practices

  • Start with clean UVs and consistent naming for meshes and channels.
  • Choose and freeze export presets for a project to ensure repeatability.
  • Bake at the target resolution then downscale for lower LODs.
  • Keep procedural graphs modular in Designer for reuse and versioning.
  • Validate outputs with a quick engine import test before full batch export.

Example use cases

  • Batch-baking normals and AO for a set of environment props, then exporting textures for Unity with a consistent naming scheme.
  • Authoring a procedural tileable material in Designer, then exporting base maps and a Painter layered version for manual touch-ups.
  • Automating LOD texture generation: bake at 4K, generate 2K/1K variants, and export with engine-friendly compression settings.
  • Converting legacy Substance archives to a unified pipeline with deterministic bake and export presets for production pipelines.

FAQ

Which maps does the skill bake by default?

By default it bakes normals, ambient occlusion, curvature, position, thickness, and ID maps; presets can be adjusted per project.

Can outputs be targeted to a specific game engine?

Yes. Export presets for engines like Unity and Unreal are supported, including channel packing and naming conventions.