High resolution texturing for AAA games needs a lot of work in a short time: Patching photos to create textures in Photoshop are no longer suitable for the task. We need a new smart approach to deal with the high resolution demands of complex shaders and Substance Designer & Painter is one of the answers. The presentation will be split in three parts. First, I will introduce the softwares and explain the key principles behind both and how it’s changing our texture pipeline. Secondly, I’ll go through a step by step with a real-time model example. Lastly i will present a couple of tips & tricks: talking about the potential and i’ll show how this software changed even the way I’m doing my hi res modeling/sculpt.