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As title states.Is there a Havok Game engine plugin for Substance painter?Primarily for exporting settings?Game models that I am wanting to repaint are based on a game that uses the Havok Game engine.I do not see any options for this in the export texture lists. Only ones for like amazon, Unity, Unreal, etc..Just wondering if anyone might know if something like this exists or if scripting is required?I don't script in any way shape or form, Never have been able to wrap my head around coding.Always been a WYSIWYG kinda creator. I can design, create and modify in almost any 2 or 3d modeling software and such, but when it comes to coding.. Not one to soak up that deep of information.
I applied for the student campaign of the Adobe 3D package. I didn't receive a confirmation code in my school email, what can I do? I'm starting a 30-day free trial right now
Hello. While working in Substance painter at high and medium texture levels, I often have a program crash. LOG writes: [Engine Configuration] Export resolution clamped to 4k. More than 2GB of VRAM are required to allows 8k export (1998MB detected). Please tell me how you can solve this problem so that the program works normally?
Hi, I tried to bake mesh maps from high to low poly, but when I bake the textures, it doesn't do it properly.Everytime I have the same issue, no matter what I do.I tried to smooth normals, recalculate them on blender, I unwrapped it correctly without overlapping the UVs, aligning the high poly and low poly in blender. I tried to fix the problem even by looking for people who had similar issues, but nothing. Despite my efforts, the result is always the same.Please I can't fix the problem and I'm desperate
Hello community, I am recently a new beginner to Substance 3D Painter and have been learning it through trial and error + YouTube videos. I'm having an issue with "Generators" on any type of fill layer, when I apply a generator with a curvature the mesh ends up going transparent for some reason. I've also tried with "Mask Editor" on the "Generators" and that too end's up going transparent. I'm not sure what I'm doing wrong and I'm a little stuck. The mesh has been exported from Blender, I've checked all the UV's and normals to ensure that they are all flipped and correct but this issue is still happening. It's probably an easy fix that I can't seem to figure out. I've attached below some screenshot's of the issue.Many thanks,
I do have a very fine mesh. The Vertex Color is assigned, it's cleary to see when using 3dsmax.After exporting the .fbx file and importing to Substance Painter... well, Substance Painter can't read the vertex color information. I have exported numerous other meshes with no problem. What's causing that issue?
Hi guys.Does anybody have a reliable recipe for attaching the Visual Code debugger to a Painter Python plugin? I've tried a couple of ways, but I've had no luck so far.
hey there!i'm trying to use 3D procedural noises (like perlin noise for example) as textures in generator like mask editor. i'm working with UDIM's and i'm haveing weird artefacts. if i'm using it as a mask where you can choose a projectin there is an option "fill (match per uv tile)" which helps solve the issue but there is no such option when you put it as texture in generator
We had so much to share that we decided to jump in early with the Community Digest for February 2025. This month: Anna Koroleva adds a touch of eerie atmosphere in Substance 3D Assets, a look at the advantages for motion design provided by native 3D integration in After Effects, a whole caboodle of 3D educational resources, and more. And away we goooo! Featured Artist Beyond the Event Horizon: a collection of 3D materials by Anna Koroleva Our Featured Artist this month is freelance 3D environment/material artist Anna Koroleva. The Substance 3D Assets library is once again adding Signature Collections by guest artists to its impressive library of resources. For the first such collection of 2025, Anna Koroleva has created Beyond the Event Horizon, a series of sci-fi-themed materials that are at once natural and organic yet architectural, non-organic matter that feels like it can grow and evolve, as well as deck plating and bulkhead materials that no derelict sp
Hey community, Recently i was applying textures to my model in blender.. The texturing process were fully made in substance painter..The issue I am facing is that...I am getting some grunges or blackspots on the textures when it is being applied. I have never used any height maps during my texturing process It's just that when i am applying textures in blender these weird spots stick to my textures..Is there any reason and solution to this ..??Pls let me know
Hi there,I would like you to ask about Substance 3D Painter.I couldn`t export multiple layers to PSD when I`m using Substance 3D Painter with UV Tiles (UDIMs) → It woked correct using single UV tile but seems UV Tiles (UDIMs) had soome ploblems. Please let me know If you know the solution about above.I`m using version of 10.1.0 build 3963.Thanks ,
After using UDIM to unwrap UVs in Blender and importing the model into Substance Painter, the UDIM is not applied to the model. How can this be resolved?Error message・[Scene 3D] Errors have been found while splitting meshes per UV tile:・Mesh 'RetopoFlow' has faces in out of bounds UDIM indices: [88,-33].PC Specs・OS Windows 10 Pro 64-bit版・CPU Intel Core i7-12700KFGPU NVIDIA GeForce RTX 3060・RAM 16GBAfter using UDIM to unwrap UVs in Blender and importing the model into Substance Painter, the UDIM is not applied to the model. I have checked multiple times to ensure that the UVs are not overlapping across UV tiles, but I couldn't find any overlapping UVs. How can this issue be resolved?
Having artifacts in Ambient Occlusion map, mesh has UV, but it always makes it with artifacts. Help please!
I have been trying to bake a model in Substance but always shows a dark color and some errors over the Geometry, I'm 100% sure the model is OK as I already try to do the bake in a diferent computer and everything went ok.I already reinstall the program several times, I clean the cache files, even restore the whole computer and install the software in a clean enviroment but the problem still there.I check for updates of my graphics card manually.I saw in other post disabling Ray Tracing works but it delivers a bit different AO map than I normally get from substance and I would really like to know how to fix this.Substance works fine in this computer before. Assus TUF F15Intel core i7 13 gen16gb ramrtx 4070 8gb Baking with errors Baking without Ray Tracing Baking in other computer with no issue as I could before in my laptop
Currently working on repainting a model from an online game.How do I change the export texture map colors to match the game's texture maps?Primarily, the normal, Ambient Occlusion, and Metallic / RoughnessGame models use 4 maps in totalAM (Diffuse), ANM (Normal), AO (Ambient Occlusion),GMM (Roughness and Metallic combined?)The only one in question that I am not able to produce a good result to match my repaint in SP is the GMM map.The Purple is the neutral (Z up lit portion)Is there a way to edit / pick different colors for the texture maps upon export?I have exported a different tank I repainted and I went through 5 or 6 different export presets trying to find one that will work or similar to the above with no luck.What would be needed to creating a similar map export option?Also Secondarily.The ANM (Normal) maps are usually an orange, green, or blue'ish purple map color pending on each part of the tank. So I would to be able to set a color with this as well.
Hi there - I've just got into Substance Painter in the last few months and I have a question I hope some may be able answer. Is it possible to, and if so how can this lighting effect be created? I'm referring to the brighter glow around the top of objects. It's just on a flat diffuse texture and unrelated to any game lighting. To me it looks slightly glossy or reflective. To be clear, this is definitely coming through on to the diffuse texture, although extra reflectivity and bump mapping are applied also as seen in the game screenshot. I've already experimented with AO bakes, dirt and wear generators, as well as baked lighting filters. However, nothing quite creates this effect which is perfect for the game I develop for. Many thanks in advance - I hope you can see the effect I am describing!
I am a student trying to renew my access for substance painter. I have verified my account and I did get a response saying that I am good to go for another year, but I still can't access it. when I go to creative cloud it says I have to request permission for substance painter; doesn't make sense if I should have already went through the steps of getting it, but whatever. When I click on it I keep getting a something went wrong message. I can't seem to get a hold of anybody not even an online chat with someone is there anyone out there who can help me?
Hi , I import a model and it looks fine to add material but if I bake the model, I get this wierd glitch looking pattern baked in the model. What is happening?
Is there a way to prevent polyfill from filling random polygons on surfaces hidden from the camera by the surface I intend to paint on? If not, I'm afraid I won't be able to contain my increasingly violent intentions towards the Substance painter dev team.
HUGE news for the Substance 3D ecosystem: today we’re launching unmetered access to the complete Substance 3D Assets library for Adobe Substance 3D subscribers. This means that every Substance subscriber on a Collection or Texturing plan has access to the full collection of nearly 20,000 professional materials, models and lighting environments without managing points. Moreover, this also means that Student licenses will now have access to 3D Assets. Head over to our post about this on the Adobe blog to learn more, or go to Substance 3D Assets right now to see what you can start creating.
Hello Adobe Community, please help. Do you know why I don't have "text" in Painter? How can I fix it please? I need to write with my own font. Thanks in advance, it would be a great help.
Hello, I hope you’re having a productive day.I have been experiencing issues during the firing process, both in my previous works and my current ones, as shown in the pictures. Since I have been facing this issue in my recent projects, I decided to refire some of my older works as a test. Surprisingly, I encountered the same problem even in those pieces, despite never having faced it before.I have tried to investigate the cause, but I couldn’t find an answer. Could you help me? Is this issue caused by me, or could it be related to the program? I have never experienced such a problem before.Please assist me, as this situation is delaying my work.
Hi there, I just got substance painter and I've tried importing meshes from Blender. Unwrapped, no overlapping verts, normals calculated properly, but for whatever reason I keep getting these weird artifacts.I've sent my FBX file to a discord group and no one else is having this problem. I had to post the link to the video here because for some reason it's not accepting the link in the attachments. https://streamable.com/eahj3lDoes anyone have any ideas? Thanks David
As title states.How do I use smart materials in combination with a models original texture maps?Example:Image01 is a current model of a tank with its default texture map applied.I want to paint only portions of it using the materials / smart materials.Image02: Same tank with a smart material applied, except it covers all parts of the tank model.I only want to paint the main tank panels and keep the original material textures on the parts like the gun on top of the turret, all the bits held on the side of the tank body (hull), bags, and equipment on the turret, etc.. I know how to set material ID's, Vertex colors, and create different layers for all the tank parts in 3DS max.I'm just not sure how to apply the process to the tank model after I have:created new project > selected the tank FBX >At this next part is where I'm not sure what to do next.Baking the model:what setting should I use for the baking process under the material ID section?Vertex color, material ID, Random,
Any idea what could possibly be happening here? This is what renders with Maya 2025 / Arnold. I'm working with two tiles, 4k, and everything looks completely fine in Painter. The basecolor texture maps also look completely fine. Any ideas on how to fix? Thanks in advance
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