Aalzard / subcraft
git clone https://github.com/Aalzard/subcraft.git
v0.1.7 · 2d ago
—
—
stars, 24h
+40
stars, 7 days · #1,078
+40
stars, 30 days · #7,279
40
★ total · +40% this week
8
forks · 9 open issues
Star history starts 2026-10-20; the chart appears after the second daily snapshot.
LanguageRust
LicenseApache-2.0
Created2026-10-13 (7d ago)
Last push1d ago
Watchers0
OwnerUser
Links
README excerpt
# SubCraft > **Browser version: deprecated for now.** Development focuses on the desktop app; the web > version at https://aalzard.github.io/subcraft/ is not maintained and has known issues > (e.g. unintended panning while painting). Please use the desktop download. An independent, open-source 3D texture painting application in the spirit of Substance Painter, written in Rust. Paint directly on 3D models with layered PBR materials, masks, generators and smart materials, bake mesh maps, and export game-ready textures. **SubCraft is an independent project. It is not officially developed by, affiliated with, or endorsed by ArtCraft.** > **v0.1.5** adds the 60-image starter pack, texture/alpha previews, editable pen paths, layer > dragging/folders/rename and the welcome guide. Browser Export downloads all maps in one ZIP. > On desktop v0.1.4, use the green **Check / update** button. Earlier versions need one download > to get the button. See the changelog. New here? Follow the illustrated getting-started guide. A welcome screen and six-step in-app guide are available on desktop and in the browser. > **Status: early but usable.** The core engine, painting, baking, smart materials, save/load and > export all work and are covered by tests. Expect rough edges, missing features and breaking > changes to the project file format. See `docs/progress.md` for what is done > and what comes next. ## Features - **Welcome and quick start**: open a model/project, try the sample, see what's new, or follow the six-step guide from Help. Desktop recent files make it easy to resume; the startup screen can be turned off on the welcome screen or in Preferences. The hub fits narrow windows. - **Layer stack**: paint layers, fill layers (uniform, procedural, image and mesh-map sources) and folders, with 32 blend modes and opacity per channel. Right-click a layer to duplicate, delete or save it to your library. - **Layer tree editing**: drag a layer's name or row above/below another layer; drop in the center of a folder to put it inside. Drop at **Top level — top/bottom** to move it out. Folder arrows expand/collapse; double-click a name or press **F2** to rename inline (**Enter** accepts, **Esc** cancels). Moves and renames support undo/redo and project save/load. Folder drop zones and rename are adapted from CalangoTech's Studio fork. - **PBR channels**: base color, roughness, metallic, normal, height (shown as bumps), ambient occlusion. - **Your own textures**: use any image (PNG, JPG, TGA, TIF, EXR…) in a fill layer with UV, tri-planar or planar projection, or **import a whole texture set** (base color, roughness, normal, height…) as one material: files are matched by name, glossiness and DirectX normals are converted automatically. Images are stored inside the project, so it stays portable. Imported images show up in **Shelf → Textures**: drag one onto a channel (Base Color, Normal, Roughness…) to use it there. Tile X and Y separately, and set each channel'