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Not sure why this is an issue with such an industry standard program. Maybe there is a setting that keeps this sort of thing in memory to load with the project with the next session but it's quite annoying. I'm working on some vascularity stuff for my current project and went to errase some of the veins I put on the wrist to replace with other veins that will look more to what I wanted. I kept errasing and nothing happened. I eventually realized that height and normal were turned back off. WHY? If I save out my project with those bits enabled they should be kept on until **I** turn them off. If I'm wrong then please inform me about how to save out a project correctly so my brush and erraser settings are loaded up with the next session of the project. ThanksRichard
Hi everyone Ive a problem when exporting a model to painter, why does it happen? how can I ifx it?
Is there a way to access the list of export presets with substance API?
Hi there,For some reason I'm getting the texture flipped inside SP. Why?I've check the fbx in C4D and it is fine, working good no flipped UV. Any particularly reason?
I've been exporting a lot of masks from painter for use in game engines (for decals, skin colors etc) and I've been noticing the exported mask files have hairline gaps along the seams. I can fix this manually by opening the black & white mask file in photoshop and doing color range selection on the white areas, then expanding the selecting by 2 pixels and filling with white. However there has to be a way to fix this coming out of painter right? Any tips to a setting I'm missing would be awesome thank you.
Hello, ive owned substance painter 2022 on steam for years and encountered this error today. Im unsure what the issue could be because the licence I have is lifetime though steam. Please advice on what to do if im locked out of the account. I do not want to upgrade to 2024 substance painter.I have the purchase recipt transaction ID on steam along with the payment date if you need verification.Thank you, -Tori
How can I reuse the texture I did? I forgot that if I separate them, there will be a lot of textures when I export it and I can't apply it properly to Maya. I'm quite a beginner in this software so I'm still not used to it. Hoping for kind responses, thank you! 🙂
A still from the short film 'Mortem,' by Florent Bizec and Frederic Colin. Time ticks inexorably along, and we’ve already crept past the end of November. But let’s say that the start of the holiday season gives us a little leeway on this; here the awesome news and content from Substance world, for the month of November. Featured Artist November’s featured artist is Adam Capone. Adam began working as a texture artist in 2005; today he is a Lead Environment Artist at Ubisoft Halifax. What’s the most important thing to keep in mind when creating a piece of artwork? Ultimately I believe it's asking yourself ‘Why?’ If you’re working on personal artwork for your portfolio, start by looking at what this new piece of artwork will bring that doesn't currently exist? For instance, this could initially be as simple as seeing that you only have mostly wood textures in your portfolio, and giving yourself the goal that the next asset will focus more on metals –
Why I try to make a mask based on a UV island by using polygon fill I'm getting these weird stretchy lines rather than a clean edge. Any ideas on how to fix?
I am seeing these error:[Project] Das Speichern der Kopie unter "C:/Program Files/Adobe/Adobe Substance 3D Painter/resources/samples/MeetMat_autosave_0.spp" ist fehlgeschlagen.[Plugin – autosave] Exception ProjectError: Failed to save copy file:///C:/Program Files/Adobe/Adobe Substance 3D Painter/resources/samples/MeetMat_autosave_0.spp (qrc:/js/project.js line 36)
I recently updated substance painter for the first time in a long time and noticed the little preview of the mask is gone. In the old version you could see what the mask looked like in the layer window next to the material preview (as seen in the provided screenshot), is there a way to turn this on again or a setting I'm missing?
Hi, I'm new to Substance Painter and I'm watching this tutorial right now. At minute 2, a "generator filter" is added to the mask and then a "metal edge wear" is added to the generator. For me, the edges are not masked, but scratches appear on the object.Am I doing something wrong?
After importing and mesh map baking this FBX, the Ambient Occlusion mesh map has jagged edges on hard edges where there are no seams. The mesh is practically all rectangular boxes (a wooden shack made of planks). If I'm to eliminate all the jagged edges, should I be adding a seam to almost all of them? That seems excessive, as there'll be a lot more islands and the texel density will be lowered? The horizontal mesh across the door has no backface, so I haven't added seams to the long edge, only the corners.
In Painter: Exported version: Idk how to fix this?
Hola, tengo un problema con el programa Substance 3D Painter. Resulta que intenté entrar al programa pero me sale un error que dice "Access Denied" y luego de eso abrí Adobe Creative Cloud para desisnstalar el programa y volverlo a instalar, pero me dice que compre una licencia, lo cual a mi no me cuadra porque se supone que tengo una licencia gratuita de un año y ahora me dicen que compre una licencia.Espero que alguien me aclare esa duda y me ayude a como solucionar este problema.
Hello! I have a problem with shaders. My whole 3D model has a main shader and it is pbr metal rough, but for one piece of model(glass) I want opacity. I chaged shader on pbr with alpha blending but other part of model became transparent, but not one that I want. How I can change shader only for one piece? Thank you in advance
Been testing out the new update to import ai file and I have come across an issue I'm trying to figure out. There are layers in my ai file that won't display above 512 resolution. The moment I try to change the resolution above 512 I get a grey image telling me image input is empty. Thoughts why it only works at 512x512?
Hi , I am pretty versed with baking and the likes, but I got the displacement map of this project showing up as in the images below. All the other baked mesh maps are perfect. The displacement map is unusable for displacement only. The image on the bottom is the mid res mesh with the baked displacement texture enabled, those edges of the mid res mesh appear on the bake tex somehow..what tdid I miss?
hey everyone i have a problrm with PT program version 7.4.2 when i drag materials to the object nothing is happen the layer is empty it shows me a message ( [Scene 3D] OBJ: unexpected illumination model (0-2 recognized) ) [Viewer settings] Viewer settings have been updated from version 22 to version 23. [Paint Document] The project has been updated from version 67 to version 68. How i fix it ?
Is there a easy way to update the ai file for the broken out layers in 10.1? I tried to use the resourcer updater but it errors out with ai was a vectorial image and cant be replaced. Trying to find a way to update my ai file in all of my broken out layers without dragging into each color slot each time I make a update to the file.
I have spp file with Output template "ECP Export".But i lost this Output template "ECP Export". So i want to extract this Output template from this spp file.In circumstance i make a new file it will not show me the ECP Export.
After painting my model I realised I needed to move it in world space, but now after re-importing it all the textures are in the wrong place. The model only moved along the Z access, so I just need to shift the textures back a bit, is there a way to do that without needing to repaint everything?
Hi, I am new to Substance Painter. I am importing from Zbrush as an FBX file. Maybe this is a Zbrush issue, but I honestly don't know. I've followed several tutorials on YouTube but still, whenever I try to apply a texture to my mesh, it makes this weird pattern and doesn't apply right. Has anyone had this issue before??
Dear people of greater knowledgeI am fairly new to the substance painter world. I would like to create an auto stitching/quilting material that is based on an input line graphic. Specifically I would like to create stitches exactly ON the input graphics. Is there a way to achieve this with substance painter? So far I have been unsuccessful. Here is what I tried:First I created an input layer with some black paint strokes in it and put an anchor point at this layer. (this will be replaced by some imported alpha texture from Photoshop or Illustrator later on)Secondly I applied the “auto stitcher” tool in a different layer and referenced that anchor point to it. But it didn’t worked as expected. (see reference picture) It creates the stitches around the input graphics and not ON the black strokes of the graphics.What seems to happen is that this auto-stitcher tool apparently pics up the border between the black and white rather than the actual black line from the input alpha. L
I've got substance painter in both Windows and mac but my Mac version when i try putting on a black mask but it shows up as a generator i think, it doesn't let me do painting, and I'm very confused >.< id appreciate any help in learning how to change it as I've tried right-clicking on the map to see other options but it doesn't change and stays like this also i have these weird lines on my 2d side id love to know what they are to take off its like a boarder 0.0
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