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Hi Guys, I have a highpoly sofa model with stiching created in substance painter. Also I have a low poly version of that same sofa model, so the UV is differed from highpoly object. How can I use the same stiching layer to lowpoly model in substance painter?OR If I am working in a wrong workflow, please share the correct methods to do one time stiching for both highpoly & lowpoly models Thanks,Vasanth
Under the General Export Parameters, there is an option to select a Texture Set size. I have an output template selected which has multiple output maps, but I'd like some of them to have a different texture size for optimization reasons. For instance, Metalness and Anisotropy could be 1024 instead of 2048.Is there an option to adjust the size of each output map individually?
for a asset thats made for scenes or even games, what templete should i choose? The maps will include all the texture maps normally included from albedo to metallic....
hello. I'm just starting to work with textures in different styles.For example, textures have their own style. Whether it's world of warcraft, genshin impact, assassins creed or any other game. Where could I look for materials on the work on this topic? to understand the different nuances of their creation for a variety of occasions?
I am trying to bake my maps onto my model but its as if it only tries to bake on small portions of my mesh, theres no overlapped or mirrored uvs so there should be no reason that I can think of for the artifacting seen below
Hello! Our pipeline was built quite a few years ago using custom painter plugins built on javascript. I was wondering if the Javascript API was planned to be deprecated for Python in the near future of if both will be maintained for the time being?
Hi everyone. Thanks to your reports, we have identified a saving issue occurring on certain conditions. Therefore, if you're facing a [Project] Failed to save project... error, we advise you to switch the 3D view Display mode to a Mesh map. This will allow the application to save the project once again. Hopefully, this problem is already solved for 9.1.2 that should land soon. Best regards,
How do I get the layers in the substance painter API?
hi~guys:)in Substance 3D Painter,i bake a texture and size is 2048x1024(rectangle)but when i export texture,it is look likes locked,must be a square (2048x2048)how to change the export texture size,make it like a rectangle (2048x1024)i cant find the option :'(
Hello guys, i have my model in ZBrush. But when im trying import to substance, i cant see part of my characters mini short. I try to unwrap again but not worked. And i have couple more problems. I use "noisemaker" in ZBrush for the surface of my gun holster and the leg belts but, i cant see the noise that i use. One last problem is i cant see my characters left eyebrow. Please can u guys help me? What should i do?
Why when I tile a material this causes the quality to be decreased and blurred but in blender when I tile the material it still have the same quality is there is a way to make it work like in blender or any another solution?
Take a look at this 3D scan, and download if you like: 2023-09-05 Tree gate (Sketchfab) I shot it in RAW format, exposing for the highlights. After processing with Agisoft Metashape, the texture came out quite dark and flat. So I exported it as TIFF from Metashape and post processed it in ACR for export as JPEG. Finally, I checked how it looked when applied to the 3D geometry. It’s a tedious process, going back and forth. With Substance 3D Painter, could I adjust brightness and contrast directly on the 3D model? (With 3DF Zephyr, textures come out nice and vivid. However, I find I get better geometry with Metashape, and that’s more important.)
Hi, just firt time tried Substance painter, I finished texture my height detail on my mesh, but now I dont know how to turn it into a height map to export? And why I didnt see the height texture on bake window?Thank you!
I have a number of useful links to the old Substance 3D forums that are no longer working. Is there a way to still view this wealth of information? Are those old posts archived somewhere that we can still access?
Hello! I am nearly completely new to substance painter and I have a question about something occuring on the sort of outer texture of my model I am hoping to texture. These images are before and after baking my mesh map, and I am wondering why the model looks this way and it is affecting how textures look on my model. How can I fix it so that the textures go smoothly on and do not look like random segments are sewed together? Thank you!
Does anyone know how to set color management and shader via code for substance painter ,i have to change hundreds of projects ,its too tough
Hello community!Just wondering can we extend the height of channel window since we actually have enough space for that.
Max Rear Distance - How to Visualize when baking?I was wondering, how to preview the Max Rear Distance in the 3D Viewport?I can't visualize and see the rear distance. What am I missing here?thx a bunch for any ideas!
hi guys:)i am a super beginer,(i have blender and Substance 3D Painter)and by youtube , i learned i can use blender to bake(create) a ID mapbut im thinkingon Substance 3D Painterif i can piant colors( RGB) on my objetcan i only use Substance 3D Painter to bake(create) a ID map?or if i want to create a ID map,Substance 3D Painter dosent have the function to bake a ID mapand i have to use Blender to create a ID map first?
Hello, I have a flat plane model with a seamless texture mapped to it. I'm wanting to add extra paint strokes that wrap around the UV - like the curve > wrap technique in ZBrush. Is it possible to do this in Substance Painter?
It seems like a pretty large oversight that you can't natively export multiple material layers as one texture set? I've found a way to do this with a third party software but it's kind of a hassle. Doesn't seem like this would be too difficult to implement this as a toggled feature in the export dock.
I created some models in Maya, UV mapped it, added shaders to different models and then exported it as an fbx.Then I Opened it in Substance Painter (SP), baked the maps, did some painting etc.Then I exportet the maps in the format that I need.Now, here is my problem.The model has 1 UV map, but for each shader, SP create one material with its own UV map.It does not just add the materails for one model, on the area on the UV map, where that moel is placed, but instead it fills out the rest of the UV map for each shader.So I end up having to cut and paste it together in photoshop afterwards, to create one map for one shader, so I can use the ONE shader for the whole 3D model (in this case, a room).Am I missign some feature in SP? or is there no way to paint several models at once in SP, add diffrent materials to each model etc. and then have it spit it out one combined UV map?I have attached 2 images, the one is what substance spits out, the other is an exaple of what I would like to end
Hello, I was wondering when I have a layer ( paint/fill ) with a mask, and that mask contains several filters, how can I collapse/merge that mask? So the mask gets all the filters applied and go from there. Also when exporting the layers with masks to a psd the filters on the masks don't get applied. Or am I missing something?Regards.
Hi -I'm trying to see if it's possible to export out diffuse and specular maps (16bit exr or tif) as linear, not as sRGB (gamma encoded). I don't see anyway to do this in the python api. I only have access to versions 7.3.0 and lower. Thankyou,
I am new to substance painter. I know to bake normals highpoly to lowpoly mesh like the following video. But I don't know how to bake other maps to lowpoly with different uv layout.https://www.youtube.com/watch?v=FILl_h2E2Q4I have a highpoly mesh with seperated parts and the textures are assigned to all. And I have a lowpoly mesh and all the mesh parts are joined in to one single mesh and single uv layout. How can I bake the highpoly maps like diffuse and other maps in to lowpoly in substance painter?Regards,Vasanth
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