Design the future of fashion, win Firefly Pro 👗✨
Questions
Recently active
Hi, I'm working on a school project for which we've been provided a high and low poly mesh (maya file) and are supposed to bake the high onto the low poly using substance painter. I applied hard and soft edges and while some bake just fine, a bunch of cylindrical shapes completely ignore the soft edges and bake hard edges instead. Below the mesh with only a baked normal map in substance painter and the same mesh in maya. I have tried several things, but to no avail. Baking this mesh without projecting the high poly onto it doesn't cause any issues, only when baking the high poly does this arrise. I have tried baking with both the regular mesh and a triangulated version, both with the same result. I have also tried using .Obj instead of .FBX but once again with no results.
Does this link still work? (https://substance3d.adobe.com/education/) It says there is a service outage and I dont know if that means the website is not running anymore or not. If it is just an outage, how long will it be for me to be able to use that webpage again?
Hi so exporting more with baking and I trying to use the match by mesh name but I get this error that get me confuse. Now it says ot have the mesh name be _low and high and I did that but I get this error message that says the 2 meshes have not match so I'm a bit confuse. Here this is what I'm getting. What is causing that even though I gave them the sufice that match.
Hi! Since I couldn't find an answer anywhere, I thought I would ask it here. I've seen it on multiple 3D models but can't make it work in Substance Painter. Is there a way to bake a clipping edge like this? :In Maya: In Substance Painter: As you can see, the normal is not correct. It should look like this:
Hi. I have the Steam version of Substance painter 2021 and the curvature map is baking incorrectly. It was also doing this with the standalone version.
there a dark line that apears when i paint on this stop any fixes
Do .sbsar and .spsm files ever reference external files like texture images and what not or is all the data embedded and self contained within the .sbsar and .spsm files that they need to function correctly? Thanks!
I’ve opened an old painter project (I have a slightly optimized model I want to substitute but keep all materials from the original project). I’m am trying to locate the materials I used. One is not currently in my local assets library in Painter but does exist as licensed from my online Adobe library. The other material used was a mixture of what my layer calls “Concrete Simple” and “Plastic Glossy Pure” – neither of which I can find from the assets database. There is also an alpha maske named “fabric_circle_half_overlap” that I can not find either. When I check Resources Updater it shows me those materials live in the “Shelf”. But when I open the Assets window I don’t see Shelf as an option. It only shows me “all Libraries,” “Project,” “Starter assets,” and “Your assets.” How can I carry these assets over to my new model – which has two previously separate meshes combined and all new UV’s?
How To Copy & Paste specific Parameters from procedural nodes?For example, if I use a specific type of Voroni, and I am going to change the parameters to my needs.Then, I would like to copy and paste the exact same procedural nodes, with the exact same parameter settings for example into the Base Color Information, or the Metallic, or the Height node.How can you copy & paste the procedural node?Thx a bunch for any ideas,appreciate it!
https://www.youtube.com/playlist?list=PLcmXp7rHguWPgHd4jDwROoW07rlv6XJcdPlease subscribe my channel:https://www.youtube.com/@ReinsDigitalAcademy
Hi quite often I'll end up wanting to move a mesh around in a substance scene or combine multiple props together in one file AFTER ive textured them, and invariably ill find that some of the layers get messed up because their masks have been painted by hand rather than using 'mask by colour' or other generative meens. Is there a way i can stop this from happening somehow? Im not quite sure why it happens as the UVs dont change, im mearly moving a mesh somewhere else in the world. thank for any help you can giveNick
Is there access to the list of preset output templates available to the Export textures window via python API?I have tried substance_painter.resource.search('u:export')and substance_painter.resource.search('u:EXPORT')to no avail. Further, this snippet: resources=substance_painter.resource.search('') for resource in resources: substance_painter.logging.log( substance_painter.logging.INFO, 'testing', 'resource is %s' % resource.identifier().name ) never prints any of the export presets to the log. Should I expect to see i.e. 'CryEngine' in the log with the above code? Ultimately, our goal is to hide from the user any export defaults we don't think are necessary for studio work. We would like to do that without removing the painter installation path from the list of available resources if at all possible. Thanks,Chris
Hey! I often have this issue when baking normal maps in Substance Painter. I'm not sure how to describe it, but it's the green stuff seen here: It makes the model look "shiny" when coloured: I thought that splitting the object into more meshes would help, ...but unfortunately, the problem persists. Here's what my baking settings look like: What can I do to fix this? I've attached both the high and low poly models to this post!
I have some issues with Painter 23. I cannot get a Uniform Shader alongt the Mesh.I nead Help at the import inside of Paint and export to Cinema 4d. Wich Settings do i have to get if i import/export ?
Hi, I am receiving error when trying to export these simple textures I made to trousers.I cannot seem to find solution to this log warning: [MapExporter] The input map 'User1' needed by the map 'pantsvamprie_Material.001_Normal' of the texture set 'Material.001' isn't available because: 'User1' channel is missing in your texture set. I see its relared to normal map, I use pre-made materials I purchased.The normal map exports just stiches, but not the fabric material used in this set up. The specular and diffuse are being exported only for stiching, but lacks that fabric pattern as well and color. What should I be looking at to sort it ? Thank you!
Is it possible to query the output maps using the python API?I would like to replicate this list in the tool im making.
I created a "new_export_preset" by mistake, and when I tried to remove it,[Library agent] Failed to save updated preset 'Blender (Principled BSDF)': The default library 'starter_assets' is only available in read mode because you don't have write permission on it.But I want to remove it!Can someone please tell me how to solve this problem?
I have Adobe Substance 3D Painter installed and on version 8.3.0. I have auto updates disabled in Adobe CC but Painter keeps updating to 8.3.1 which I can't use as my project needs the previous version. I get no warning or option not to update, it's just done it without me knowing sometimes causing me to create projects in the newer version which then can't be used by anyone else on the team. I saw that there is an auto update option in Painters setting but that does not exist for me and maybe it has been removed. I am out of ideas about what to do.
Hey guys! I've been having an issue exporting textures using the 2d view output template. When exporting the texture turns out black. I've tried everything I know how. I'm using substance painter 9.0
Ciao, ho un problema di esportazione con il pittore di sostanze.Texturizzo come faccio sempre, solo che dal nulla quando esporto le mappe sono o nere, o tutte rotte, anche se apro vecchi file di lavoro da' lo stesso problema... qalcuno sa aiutarmi?
i am very very new to 3d modelling and substance painter and am dealing wtih this issue when backing my model. i have looked and there is no immediate thing that stands out to me in 3ds max so if anyone has any idea how i could fix this i would love to learn
Hi ! I'm working on a new project, I'm reproducing the Rivoli street in Paris and I'm actually working on the Road.The Paris's Streets are very large and I wondering how to texture the road ?Even creating 10 Uv's in 4K of the street the quality is too low...How to do ? Have a good day !
Hi, I'm working on texturing a camera model and I'm having trouble applying textures I created in Photoshop for the f-stop markings on the lens. They come out looking like this: If I apply them to a flat surface they look fine. What am I doing wrong?
Hello! Is it possible to copy texture from one channel to another? Ex: add fill layer, select a texture for the color channel, adjust de texture. Now I want to add some height using the same texture from the color channel, can I copy it? (or must add and adjust by hand again?)
Hello everyone! I am fairly new to 3D modelling and texturing. I have repeatedly encountered an issue in Substance Painter that I cannot really find a solution online for. I often get artifacts / black lines around the UV seams. After trying various tweaks to see if they would go away, I found out that they are caused and affected by Height. For example, if I disable 'Height' on my material, they disappear. Similarly, if I set the Height Ranger slider to 0, they disappear. Height Position is also similar - If the slider is set to 0 or 1, the artifacts disappear. If it's set anywhere in between, they appear. I have attached a bunch of images with examples of the issue and how it disappears when I play around with Height settings, as well as an image of the UV's. For the record, I use Maya LT for modelling. Can anyone help me out please? Is it something that I can fix in Substance, or is it that I am doing something wrong in Maya while UV'ing? Thanks a lot for the replies! 
Remix with Firefly Community Gallery
Thousands of free creations to fall in love with and remix in Firefly.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.