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Hello! Does anybody know a strategy/ workflow on how to import packaging design done in AI and fold in Fantastic Fold and imported into Substance 3D Painter? so it can be animated in AE... (I've seen workflow from AI to FF to DN and then to AE but using Videocopilot which I do own but I want to try Painter workflow to add more details). I also tried FF to Blender using UDIM uvpackmaster3 and then to Painter but the artwork doesn't align properly with the model. If anyone knows, I would appreciate it. Thank you.
Hi hello What's the workflow for exporting ACES from painter to marmoset? The top picture is marmoset; looks orange and..wrong. I did try adding colourspace to my export settings, and nothing. The diffuse exports the same no matter what
Hello artists! If you require high quality Substance 3D icons when publishing your artwork, you can find them in this page: Application icons for artists Icons are SVG files, which means they can be used at any scale. We are proud to empower you with exciting tools and are happy to help you show others that Substance 3D is part of your workflow. Have fun and go make things!
Hi Everyone,I have a single UV of multiple meshes, while exporting the textures from substance painter, how to combine the maps of multiple materials into one map per map type (e.g., combining diffuse maps, normal maps, etc.)Regards,Vasanth
How can I fix this? Essentially, my model has a low polygon count and I'm unsure about what needs to be done to improve it.
There are artifacts on the edges on normals and curvature maps, I have tried triangled the mesh and the problem is still there. I would be grateful if someone could help me to solve the issue.
Hi all, I've been trying out the Inflate Shrinkwrap to quicken my pipeline to create pool float 3D meshes for a game project. I found the effect to be suitable, but I can't understand why the corners of affected UV islands are rounded. I messed with the parameters and nothing seem to remove them. I also tried using the generator on the Sample files to check if my model was the issue, but it doesn't seem so.Anybody know a solution to this? This would really help my pipeline. I actually attached the files of a simple pool float (donut) for you to see the issue. Thanks and kind regards
Hello! Im trying to change a default library file and this message appears every time and it's imposible to change it.If i duplicate it is possible but i would like to know in which folder in Windows they are saved. Are there some option in order to change the permission and add them write mode too? Thanks.
Hello There, When exporting my textures from Substance Painter sometimes I get an entirely black texture or black spots/pixels on the exported texture. What is causing this and how can I fix it?Sometimes I have to export multiple times just to get a clean texture. Here is an example of what is happening https://gyazo.com/16beac92d19cd07fa6b5bc0799532380
When using the baking feature with a high-poly asset, I can't seem to get a clean front projection.The example below shows the baking result: The screenshot below shows the Blender Mesh. Basically a cube plus cylindrical primitives.When baking, I load the cube as my main mesh, and for the high-fidelity mesh, I load the plane plus the cylindrical bumpers. I am just wondering if it's not possible to get a straight, front planar projection when baking with the high-fidelity mesh. The mesh maps show cleary a perspective distortion.probably best to see in the curvature map below: Hmmm... I wonder, if there is no way to not see this "lens distortion"?Isn't it possible to have a 100% planar bake?Any settings I am missing here?Thx a bunch for any ideas!
Hi! I have an issue similar to the one here : https://community.adobe.com/t5/substance-3d-painter-discussions/how-to-remove-a-lower-layers-height-from-an-upper-layers-decal/m-p/14036954But the solution is not working in my case.I am trying to keep the scratches on the rest of the texture and remove it only on the blue logo.The scratches on the logo and the rest come from the Seam_Details Fill layer below. For the logo I anchored the image in a Fill layer that I reference above in the Floating_Logos folder. That way I can move the logo anywhere. However, now this specific logo inherit the scratches from below and no matter what blend mode I try I cannot get rid of the scratches on the logo only.If anyone could point me in the right direction it'd mean so much.Thanks
hi everyone, have a strange issue with normals in substance painter, it is like the normal colors are working differently in each uv piece, this is really causing me trouble and don't know how to deal with it, it of course shows everything fine when viewed in material mode in substance, but again works bad when exported to other apps, any thoughts on this? would be very grateful for any help
Hello, I've been trying to bake mesh maps on my low poly model but I've come across an issue. Since I'm not using any high poly mesh, I'm baking the mesh maps by using the low poly model itself. However, on some surface, baking creates a transparent patch on the normal map every time I try. I've made the max frontal distance and max rear distance very small numbers like 0.001, and it didn't work. I can't find any issue on the uv map organization either. Any kind of help or suggestion is appreciated!
Hi there. I have for my PBR Textureset for each channel as Fill Layer and applied my textures to it.But alway when i export my maps after adjusting it in painter, my height map data ist added to my normal map.i dont want that. I want to keep all texture channels seperated.i changed the normal mixing mode to replace that it s still baked into my normal map:Where can i disable this? thxs for helpingguido
In Substance Painter, you can change the intensity of the normal maps of some basic materials. (first picture) How can I do the same with a custom normal map in my personal material?In my case I need to reduce the intensity of the normal map.
i got substance painter a while ago and i go to texture my model and i see visible seams.i have tried tri planar, clone stamp tool, increasing shader quality and nothing works. and coming here is my only hope, to give some context i use blender 3.4 and substance painter 9.1, my model does have weird topology with some areas being more dense and some just have n gons while the rest are quads. and i used zbrush for retopology because i couldn't find any other software to do it just as well, feel free to reach out and ask for more details.
Hi Everyone,For texturing purpose, should I need to apply the modifiers before exporting FBX from blender to SB Painter. And what other setting should I keep while exporting FBX? Thanks,Vasanth
Idk why it's so dark
Hi, as it says. saw this post[https://forum.substance3d.com/index.php?topic=26421.0]on the old forums and the poster self diagnosed it was a space issue on his hard drive. Well I have 18GB free on my C drive at present. surely this is enough for a save? please advisethanksD
Hello everyoneI have an Msi brand laptop. When I enter Substance Painter, the screen occasionally flickers. I do not experience this problem in normal use or games on the computer, I only experience it with this program. I tried all kinds of ways but I couldn't solve it. Reset, Driver uninstall etc. What is the solution to this? I've included a video below.
I need to obtain the color data of the user0 channel created by the artist in the shader file. If I can obtain this color data, I can perform some calculations on it and finally add it to the rendering result. Project situation: The artist wants to draw special strokes on the world space normal, that can produce special lighting effects. I can achieve the above effect by baking the texture and then reimporting it, but the efficiency is relatively low. The artist hopes to see the real-time lighting effect when drawing.
I created a model in MAYA(2024) using several objects. I then "grouped" the objects together and "combined" only certain parts like the wings of the model. The first time I finished UV mapping the model I managed to get the model to load into the scene but there were issues with mesh and bi-tangent normals. I knew it was an issue with the mesh so I thought I fixed it. Second time I UV map the model I then tried combining everything into one mesh and UV mapped it anyway, still got an error. Now I've UV mapped every individual object and then grouped all objects together, but now I have an error saying "[Scene 3D] Errors have been found while splitting meshes per UV tile:Mesh 'Entrance' has faces in out of bounds UDIM indices: [0,-1].Mesh 'Entrance' has face(s) spanning across multiple UDIMs: [0,-1](up) 1001(down)." I also got another error code saying, "[Scene 3D] [FBX] : Mesh normals are invalid (some values are null) and will be recomputed". I went and took a look at the mesh name ind
Hi I am getting pixelated images on my 3D models when trying to place decals on my work. It's for a product packaging, so it should be a simple fix.I have adjusted the texture set settings, which have helped to some degree, however, the image quality is still to good. I have tried a variety of images, placing them as fill base colors, but I'm still getting the same outcome. I will attach a couple of photos to show the difference in quality between the PNG and the painter preview.If I increase the size of the photo, the pixelation goes and the image is perfect, however when trying to reduce the size of it in the UV section, this resolution degreases significantly.I've spent a few days trying to solve this, but still no closer, so any help will be great.Thanks
Buongiorno. Scusate, Como posso fare L account di Substance per il studente, se già ho account Adobe? Grazie
Im haveing this issue where parts of my baked maps have missing parts. (see screen shots bellow)
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