Material Kits are flexible and can be used in different ways depending on your workflow. Each kit includes three file types, giving you the choice between fast, parameter-based tweaks or deep customization.
Overview Video
A quick walkthrough of how Material Kits work, the different file types included, and how to start using them.
Which Workflow Is Right for You?
Each file type offers a different level of control. Here’s a quick comparison:
File Type | What it Is | Who It's For | Flexibility |
Substance Source (.sbs) | Editable graph for use in Adobe Substance 3D Designer | Artists who want maximum flexibility and deep customization | Full control over graph structure, nodes, and parameters |
Substance Archive (.sbsar) | Compiled material with exposed parameters | Artists who want fast, adjustable materials without editing the full graph | Medium control via sliders (color, roughness, normal intensity, etc.) |
PBR Textures | Static texture maps imported through Cargo | Artists who need a quick way to apply the base material without customization | Least flexible - maps are static and not parameterized |
Substance Source (.sbs)
Use Substance Source (.sbs) files when you need complete control. These open directly in Adobe Substance 3D Designer and give you access to the entire material graph.
Graphs are designed to be clean and readable, with organized control nodes and grouped sections (avoiding the “spaghetti node” problem).
Ideal for creating new variations, making structural edits, or building highly stylized looks.
Substance Archive (.sbsar)
Substance Archive (.sbsar) files are the fastest way to make adjustments without Designer.
They expose a curated set of parameters (like color, roughness, or intensity) inside any supported application.
Great for quick iteration: drop in a material, tweak a few sliders, and keep moving.
Perfect balance of flexibility and speed when you don’t need to dive into the full graph.
PBR Textures
PBR textures are static exports that can be imported directly from Cargo into supported DCCs.
Designed for quick “base material” workflows where no parameterization is needed.
Useful when you want a simple, non-editable material ready to go in seconds.
FAQs
Do I need Substance Designer to use these?
Yes. Substance Source (.sbs) files require Substance Designer to open and edit.
More info: Substance Material Library
Can I customize static textures?
Static PBR textures are not parameterized.
If you need flexibility, use the Substance Archive (.sbsar) files in compatible software.
How do I purchase Substance Material Library Kits?
If you have an active KitBash3D Unlimited subscription, access to all Substance Material Kits is included with your subscription.
Perpetual Licenses to Substance Material Library Kits can be purchased at kitbash3d.com/substance-materials
For more information on Licensing, check out our collection of help articles here