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There’s just enough time before the end of the month to get into the Substance 3D Community Digest for September 2024. Let’s dive in. Substance News Meet MAT 4 has begun! The outstanding art toy texturing contest Meet MAT is back! The goal: use Substance 3D Painter to texture MAT, our adorable little shader-ball-headed mascot, in any way you like. Submissions have just opened, and entries are accepted until October 28 – which means that you could use the 30-day free trial period for the Substance apps to create your artwork for this content, if you were so inclined. Importantly, this time around the contest is being run by our friends over at The Rookies, and so this is a contest for 3D rookies only – entrants must have no more than one year of professional industry experience. So if you’re a 3D beginner, or perhaps a student just learning the ropes, this is an excellent chance to showcase your work. Carpe diem, as they say (or car
Hello Community,I'm interested in buying Substance Painter 3d from the platform Steam, but I have a few questions about the licensing, maybe someone of you can help me. 1. Does the current license for Substance Painter 3d permit unrestricted use for commercial projects?2. Are there any specific restrictions or conditions for using the software for commercial context compared to private use?3. Do I need to acquire a special license to use Substance Painter 3d in a commercial environment? Thank you in advance.
Hello,I was removed from the Substance Painter Discord community for posting my LinkedIn article about an asset I sold on Sketchfab. The asset was made with Substance Painter and used by a modder from Nexus Mods. Link to the LinkedIn aericle https://www.linkedin.com/pulse/growing-importance-modding-gaming-industry-digital-fashion-koziel-7q0je/?trackingId=xjh00j3RnsnMALq4wv87nQ%3D%3DCan anyone explain why? My Discord handle is Bartholomewkoziel#3609.This is very frustrating for me, and it feels quite unfair.Thank You for your Support.
So- I am trying to transfer a texture to another version of the same mesh. The UV map is EXACTLY the same, no edits or anything, it is only the mesh's shape that has been changed... yet, no matter what I do- whether it's importing the other mesh version into the same Substance file, or trying to use a smartmaterial in a new file, the texture ends up completely warped and incorrect.I need a way to get the textures to match up TO THE UV, not the mesh, because the brush strokes no longer match the same way on the mesh because it has been edited... but since the UV is the same, the textures SHOULD be able to apply to the mesh just fine. Yet for some reason, it always seems to go off of the 3D object instead of the UV when applying the textures. How do I fix this??
We’ve just released the latest version of Substance 3D Painter! New features in this version include: Fill Area Filter: Create a closed shape – a circle, or a heart, or some weird, angular polygon; whatever you like – and the Fill Area Filter allows you to fill that shape with colors or gradients. The filter can fill multiple shapes, and will dynamically update with any changes to the original shape. This feature can be used with paths, shapes, and masks, and it’s possible to have different properties for the outline and the fill of the shape. Import Image with Embroidery Filter: Add an image or text to your artwork, and the Embroidery Filter will display it as an embroidered patch. The properties of the patch can of course be modified in the filter’s parameters. Import USD with Materials: You can now import USD files with associated texture and shader settings into Painter from another application; all associated textures and shader settings will be mainta
I just bought creative cloud for student for a asset creation class. The websight shows 3d abd Ar apps in what is included for the student cloud packege it is in fact not incuded there is a separate student plan for the 3d apps but it is not inclouded in Cloud and you need to apply for it. If I click on see what's included it does not show the 3d apps but I was 100% under the impresion that the 3d apps were inclouded becase it shows that they are. Why is this is there some reason that im missing.
I use Substance Painter to generate a LOT of PBR materials for use in another program. I use the gltf PBR Metal Roughness output template for this. When I import the PBR materials into the target program they ALWAYS have the alpha mode set to BLEND. I edited the bin file and found text that says:"alphaMode": "BLEND", This causes all of the materials to appear incorrectly in the target program which needs alpha mode to be OPAQUE. So, I have to manually edit each PBR material, change the setting and save it. Small annoyance, but it happens ALL the time. Is there a way in Substance Painter to control what the alpha mode is on the output, to toggle it, or at least set it to OPAQUE?
Pretty much what the thing says. If I run Substance Painter in Windows 11, It loads the OBJ file with no issue. But if I use the exact same OBJ file on my MacBook Pro, running Sequoia and the literally most recent version of SP (installed today, in fact), it fails out, telling me that the OBJ file is too small. Why would the two versions deal with the file differently? I am using the exact same process to load it on the Mac as I do on Windows, so I would think it should also load. (New file, choose template and then the file, make sure I'm telling it OpenGL instead of DirectX - all the stuff that loads it successfully on Windows.) (I'm having a different issue with working on the Windows version, hence trying to get it working on the Mac.) Any ideas why the files loads in Windows but not on the Macintosh?
I curious how much the high_mesh maximum polygon count is in the SP baking feature ? Cant find any answer on webside .From some tut they say its about 10 million?Is that true?
My university says I can access substance painter on my personal device for free, but I am not sure how to access it using my university account
Hello all, I have a chance to get a superb condition Workstation using Dual Zeon E5-2697A V4 16-Core cpu's and a Quadro M6000 24 Gb GPU. and 128 Gb of 2400 DDR 4 Ram. It is a HP Z840. would this machine work well with Substance Painter ? It is an older machine but works perfectly and is in superb condition.Cheers.
Hi there, I want to drag multiple layers simultaneously to adjust them equally to the opposite side of the 3d model.How can I do this? At the moment, the 3d cursor disappears when I select more than one layer. Thank you.
These new thumbnails (left pic) are pretty and all but it doesn't help the ease of workflow and the overview of the project. The old thumbnails (right pic) were much more easier to get an overview of and much more easier to copy a color if you needed to do so. now you cant really eyedrop a color from those thumbnails now. at least give us the option to switch between views so we can decide on which thumbnail previews to see.
hi i have few questions to ask 1. is the steam substance 3D painter 2024 perpetual license? 2. is it legal to use the Steam perpetual licence for business/commercial use in company? thank you
Hi,I'd like to ask couple of things regarding colormanagement that I'm finding a little bit confusion. I've got two monitors, one LG monitor and a Huion Kamvas tablet which I calibrated via Hardware obtaining great color response but more important, almost identical colors while switching between screens. Now, for how windows works the real match happens when the app you work in takes into account colormanagement which very few dedicated apps do by default. Example: Photoshop does everything fine so I've got matching images on both screes when working in photoshop. The problem: I took for granted that Substance painter would have worked the same way (out of the box) but seems to not be the case at all. Working on one screen gives me some colors, switching to the other screen gives me a different result, which are both wrong if I check the texture directly into photoshop. So I must conclude that Painter does not color manage the viewport as I have expected. The question:
Hi everyone,I'm working with the Substance Painter API, and I'm trying to add both a project preset and output templates during startup of the application. While I've successfully added the output templates using the API, I haven't been able to find a way to add the project preset template. Ideally, the project preset would appear in the dropdown list as per the image below.We are aware of other methods that can add preset while creating a project with mesh & adding to user's preset's folder but we are looking for a way to have this setup centrally so that all users on our network can pick it up from the same location rather than having to set it up for each user. Is there any specific API method I might be missing, or is this functionality currently unsupported? I'd appreciate any guidance or suggestions. Thanks in advance!
Hello Can I use assets from https://substance3d.adobe.com/community-assets for my commercial projects, and under what license is that assets is?
Okay, yes, I am reposting but my last post nearly 20 hours ago has only gotten 12 views and zero replies. The issue is that when I export from substance 3d paitner the bullet holes are all outlined with black markings, like the inside was put on the outside.
As the title suggests, Substance painter has been lagging and awful lot lately. Especially when trying to move the camera in the 3D viewport. I go from 80+ FPS idle, to barely pulling 3 FPS when trying to simply rotate my camera. This is not a problem I've ever had prior. I'm up to date on driver updates and windows updates. I'm running a Windows 11 Operating System and I've had the program since around August of last year. Since then, I have had no errors with Substance painter besides just not knowing how to use it well which I have learned overtime, and then this problem presents itself out of the blue. I'm thinking it has to do with the app itself since it's gotten a few updates recently, but that still wouldn't explain it. The last time I really used Substance was March 22nd of this year. I tried booting up Substance yesterday and found this problem. I asked a friend of mine who also owns the product if he was having the same problem and weirdly enough he wasn't, but that still do
Hi there, I am making a skin for Counter Strike 2. The game shader supports the use of the alpha channel on the base color texture to dictate wear. Usually I use Photoshop to Add a Alpha channel but was wondering whether I can just export the Opacity Input Mesh into the Alpha Channel of my Base Color in TGA format. I tried to do that but I dont think its working as when I open up the exported TGA in Photshop the Alpha Channel isnt already added. Sorry im still new to this so any help would be appreciated.
I just bought Substance Painter 2022 on Steam. I have a dual monitor setup, one 4k 60hz monitor and one 2k 165hz monitor (Main Monitor), both connected to my GPU by Display port. Substance launches okay on both monitors however on the 2k monitor it has a flickery and slow interface and once a window is opened and closed substance painter crashes. It works fine on my 4k monitor no issues no crashes, however when I drag the window to my 2k it immediately crashes. By crash I mean both monitors go black for a second and then susbtance painter crashes completely. Thanks in advance for any help I'd really like to use Substance on my main monitor.
Hiwhat is the soultion for seams in the normal maps which are extracted from the zbrush to the substance painter.
I have a human model that UV unwrapped and uses a UDIM system. Nomal painting works absolutely fine. The issue arises when I tried (perhaps in a less than ideal workflow) to add skin details like pores usng perlin noise. The steps I took:1. Created a fill layer with only the normal channel activated.2. Added a white mask and added a 3D perlin noise fractal to the normal slot.3. Model now suddenly has weird coloration and lighting that is different between UV islands.I baked mesh maps within substance before starting the paint process, and I'm working in DirectX for Unreal engine support. I've attached a short clip that shows everything. (If embed isn't showing, here's the link -https://youtu.be/QlelVoUfdxY)Maybe I'm doing something wrong. All I really want to do is add skin details. I'd appreaciate any feedback on this matter. Thanks!
I have been using the substance painter 3D application for years. I just bought a new PC and upgraded my teacher's license. I downloaded version 8.3, worked for a couple of hours and then couldn't open it again.I get stuck in the startup splahs with a blank screen.I have tried previous versions and the same thing happens to me.
After finishing texturing I noticed that 99% of my height and normal modifications were being drawn on this weird combo height + normal + mesh channel and when I exported the textures my normal and height maps are completely flat. Is it possible to transfer this channel to correspondings ones or do I have to do heights and normals from scratch
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