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Every time when I start a new project, on selecting the mesh window Painter crashes.Painter Version 9.0.1
After watching numurois video tutorials, i still seem to be getting the same outcome. When adding the opacity map, i seem to get this weird grey showing up where it should be fully translucent. Textures were done in Marvelous Designer and imported over.
Hi, I am trying to make export presets to work with our pipeline. One of the things I would like to put in the name is the texture size. I have tried ($size) and a few other variations but nothing seems to work. There is no documentation of the valid export flags. Can anyone shed any light here?
Hi there!Something going wrong with Aces workflow in Redshift. For some reason the colors are not matching. I followed the instruction showed on the YT channel for Maya and tried to replicate it in C4D. Also is quite weird having the shaders blown out on SP, Aces tonemapping should take care of it.Please take a look at the screenshot. Any advice about that?Cheers!
Seem to be having a problem getting the path tool to work accurately with text. Problem is shown in the attached screenshot. You will notice the text is not curving slightly along the path, it is coming in as straight. It is worse if the curve happens to be a tighter radius. Overall the text would follow the path but would not actually curve [ it would come in as straight but lie on the path. ] The text should actually curve to match the path but simply does not. Any way round this ?
Hi Guys, I want to texture a model that has a glass panel with a display underneath. I know I can use vertex paint, but I'm unable to select the color because the display glass is above the display. I can manage it when I import my model with different texture sets. However, I want the display glass and the other parts on one texture set. Is there a way?Greetings
I noticed today that Painter uses a lot more disk space than it used to. Usually it's around 50 %, but now it's 70% even when it's opened on an empty project. I updated to the newest version and no change. I cleaned up temp files, too. Why is it using so much when there's nothing even loaded yet?
Hello, my mesh maps changes after export and I don't understand where the problem comes from (attached how the world space normal looks in substance vs the exported file).I've tried with/without dilatation, different sizes and preset, to no avail.Is there a solution ?
I'm not able to rebeam my code for the Student version because my E-mail has not arrived... how can I get my redemption code? pls help
I'm making my first modular character, who is currently nude and made up of 5 objects (Head, Torso, Hands, Legs, and Feet) and all share the same material. When importing the low-poly mesh into substance the head was a different shade to the rest of the body, this was also the case in Maya but after some research I found the issue to be related to the vertex normals. After averaging the normals this resolved the shader issue in Maya and in substance, at least for the low poly. I then baked the details onto the low-poly model and noticed the shader issue has appeared again, but only after baking and again only on the head.I'm really not sure what the issue is here, I'm hazzarding a guess it has something to do with the normal of the high-poly but I'm not sure the best way to go about resolving this.Any help and advise would be much appreciated.
Hi all, hope you are having a great day! So it seems to happen alot. I go to add a decal using my saved alpha as a stencil. I input the alpha into the stencil slot, then try to choose a hard brush from my favourites to paint it in with. But the alpha wont change to the hard brush. It reamains as the stencil, so im brushing the stencil with an alpha of the stencil. Is it a bug? is there a setting that I need to change? I always check that I have the paint tool selected. Any help would be very much appreciated Thanks Alex
I exported the texture maps from SP and assigned them to Blender and Sketchfab. I realized there was an unexpected black spot stretching out. I unplugged the maps individually to find which maps caused the problem, and it turned out to be the AO map.The weird thing is that the black spot disappeared when I assigned all texture maps back in a new SP file with the same low-poly mesh and the same UV. Mainly, I cannot detect any error on the AO map visually.
Hi)I want to bake a high poly model onto a plane - PS-1I hardly change the default settings - PS-2Everything starts well - PS-3But the result is terrible! - PS-4Please tell me what is my mistake? What am I doing wrong?
Hi All I tried importing an obj and for some reason the object will not appear in 3D Substance Painter. I exported the obj from CLO3D. I have tried importing the obj into Substance Painter by dragging the file into the 3d window and also by using the File import method. Neither method works and I've tried several times. I have gotten several error messages in the logs: What does "[Scene 3D] OBJ: No object detected to attach a new mesh instance." mean?And what does "[Resources List Model: Icons memory budget set to 100MB" mean? When I look into my settings it says +500MB. I appreciate any help anyone can provide.
(This is for substance painter) I don't know what to do 😞 Any ideas?
The title might not make a lot of sense as I don't really know how else to explain itMy question would basically be:Is it possible to export all of those mesh maps as a single texture? As opposed to getting a different .png for every single mesh map? I like working in PBR, as the mesh maps really help with some things, but don't need it for what I'm using the models/textures for which is why I want single-image exports.I've been using the output template "2D View" which almost achieves what I want as it creates a single image, but it also takes the HDR lighting into the image. This causes the texture to have lighting 'baked' onto one side of the model, but not the other.
Can I use the 2D/3D screen separately when using the dual monitor as in the screen?
I know we can import .abr Photoshop brushes into Painter, but can the default brush alphas and the shapes in the Alphas category be exported from Painter in a file type that Photoshop can use (like .png, .psd, etc)? I assume not, as using Export Resource only copies the native Substance files to another folder, and dragging them into Photoshop directly doesn't work either. Thanks in advance for any information.
I'm a university student trying to get the Education license for the Substance 3D Collection. I'm not renewing a license. I've tried using three different emails on here. The first email I tried was my university email. Trying the emails the first time would give me a "Successful Request" message, but I would never get the email with the code. Trying the email for a second time results in a "UniqueID Already Exists" message. I've double-checked the emails, I'm typing them correctly and there's nothing in the junk/spam folder.I'm really not sure what I'm doing wrong.
This piece of code doesnt point to any starter assets but it is supposed to point to an export preset. Please help me how to get url of a export preset
I have no idea what's going on here. I'm trying to bake my high poly asset to my low poly asset, but I can't even get that far in the process. When I try to import my low poly, which comes from Maya with nice, clean, blank UV's, it just throws all this random crap on top of the UV, completely destroying it. I need to get this baked over ASAP for my assignment, which is due this weekend.
Hi.When trying to color an FBX model exported with Blender,there are some parts that cannot be colored.All materials are combined into one,and the surface orientation of the model itself is correct.Please let me know the possible causes and solutions.
I've seen questions for this go back to 2016, but I still can't find a way to move a paint layer (with a line drawing on it) to another place on my model. Any tips? Is a move feature still not implemented?
I've searched all over for any answers to the issue I'm having with no luck. I created a low-poly mesh in Maya, UV mapped the mesh over 3 separate tiles, then sculpted it in Mudbox to extract the normal maps. I want to work on it in Substance Painter, but the normal maps only show up on UV tile 1001. Each part of the model has a different material, so thats not the issue. I don't think the exporting from Mudbox is the issue either, since they show up fine on the 1001 tile. This is the normal map placed on the correct UVs in 1002. It is not visible in the viewport.This is the normal map placed on the incorrect 1001 tile. It is visible in the viewport no matter what map I plug in.I'm posting here because I'm lead to believe that it is an issue within Substance Painter. If it isn't, at least I could narrow it down and keep researching. Any help?
I'm using SP 9.0 and trying to generate the height map from the diffuse map. I created the anchor point for the diffuse layer but cant link to the fill layer for height map. All the layers are setting up correctly but cant open the anchor point tab for selection.
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