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I want to stop the hieght appearing in the decal. I tried disabling the decal layers height channel but this didnt work. Any ideas?
Every Padding export option available produces this. All textures files exported includes this zebra effect (Base, normal, Smoothness, Roughtmness). Any insights and help appreciated. Cheers! 🙂
Hi there. I am trying to bake AO mesh map using imported nomal map.Like in this video:https://www.youtube.com/watch?v=frNU3yrE0Zoor this video:https://www.youtube.com/watch?v=ZmFY9-pj264 I was using this workflow back in 2017-2018 with no problem. I am wondering if it's still possible to work this way with a new substance painter baker? (version 9.0.0 build 2585, Windows)I succeed in baking Curvature using Generate from Normap Map (Deprecated) method. WSN map also was baked with no problem. The only thing I can't get how to bake is AO. I see no option I can change to tell to the baker not to ignore the normal map info. Looking forward for any help.
Hello, does anyone know how to not make alphas overlap one another in substance ? I tried erasing the parts that are on top of another but it don’t work that well. They’re both in separate layers too.
I'm looking for a way to create Custom Layered UV Maps for 3D Models. I play a lot of video games in the form of FPS Games like Counter-Strike:Global Offensive (CSGO). In the world of CSGO. There's a massive community out there for the In-Game Community Workshop where users including myself have uploaded Custom Weapon Designs to the Community Workshop. This workshop is fantastic and some people have been lucky enough that the Weapon Designs they have created have actually found there way into the Offical Game Content Files and these creators receive a small fraction of the cost for there weapon skin(s) whenever that skin is acquired by a fellow meber of the community. For example. This here is a direct link to my Community Workshop Submission: [Link removed by moderator] Now, my workshop is very minute in comparison to the rest of the amazing Community and their submissions: {Link removed by moderator] The Method I used to use in the past when I 1st s
So, Cities Skylines uses the follwing files: DiffuseNormal [DX]SpecularIllumination The Illumination is just a range of White from 0 to 255. More info here: https://cslmodding.info/asset/vehicle/#illumination I want to make a shader where i can paint/texture all these stuff in Painter and just export these 4 files that i need.Any help? Still a noob at Painter
I was wondering is it because of the UV density on the building not high enough that it cause this when I wanted to paint it in substance painter, Does anybody know how to fix it? Been trying all sorts of ways alr but none of them work. Here's the Maya file if can help me take a look at it.https://drive.google.com/drive/folders/10L3qEaTZjbYbBFZut7f-hGdT1vRrdrAU?usp=sharing
I am wanting to do a lattice pattern on windows. I could add this to the geometry, but I would rather have it be texture. What I need is a diagonal grid repeatable mask, but I am not able to find out how to do this.
I am wondering if it's available to keep layerd imformation of PSD. When I tried to do that, all the layer had been combined.
hi i want to buy substance painter for my personal use. but my country is not in eligible list. if i have to buy it through a reseller , how long will it take? and what is the process?i want a cheap one. is it possible to get one below $20?
Hello all, I have downloaded a font style that I need to add to my Painter Library and my question is How do I install the font into my Library ? I have tried the import resources method but it does not see the font . I did do it successfully once before, but was quite a while ago and seem to have forgotten how I did it !thanksRaymond
I'm trying out the new path tool to create a layer mask, and I'm finding it strange/unexpected/frustrating that paths aren't effectively on the "stop" of the stack when it comes to the various strokes that make up a mask. The following video shows what I mean about this. I create a new path tool in a mask. I then erase a portion of the mask. Later I manually paint a new portion of the mask, and then erase it. The issue is that the Path doesn't take precedence over those strokes. You can see as I drag around the path vertices that whatever has been manually erased/drawn is on "top" of the path's contribution. https://youtu.be/1aMjuOYv2d8 Is there some way to bring a path to the "top", so that manual erasures don't erase the path's contribution? I've found that simply duplicating the path doesn't work (the duplicate seems to be at the same position in the stack). But if I Copy the path, and Paste it, it gets pasted on the top of the stack. So, technically I can get the pat
Hi, thanks for replyI am working on a python plugin to manual control all the silder value in Mesh map by using our product,We noticied that there isn't a callback event to get the notification that user change to other texture, or we didn't find it?Is there any other work around that we could be able to know that the user's currently activate stack has been changed?Thanks for any reply!
Hey, I'm new to substance 3D painter and am having an issue where whenever I import a mesh (From Blender) it seems to show some sort of shadow. (As seen below) I have looked over the UV map of the object and all apears to be okay. I have baked the texture multiple times but the brown and darker shades have not seem to go away. I have watched countless videos and serched around and have found no one who appears to be having the same issue as me. Could really use some help Thanks!
In substance painter, I often want to inspect the textures after baking. For example, I want to look at the normal map to see if there are any problems. unfortunately, I can only figure out how to view small thumbnail images of each baked texture. How do I see large, high resolution versions of the baked textures? If I go into the 2d view there is a base color drop down, but that doesn't include half the baked maps. for example, there is no option to view the id map or the world space normal in that drop down, so for those maps, I usually just squint at the little thumbnails and guess that everything is fine.
Hi!I am facing some issues trying to bake in Substance.I attached to files That I created to test Substance.Here you can see what happens. A very bad edges. I am using here 2048 in resolution that need to be enough for a so simple geometry.What I am losing here? thank you
Hi guys. Im fairly new with S3DP and was wondering if there was any ways to hide part of the models in Iray when rendering. Thx in advance. Fran
Hi, so im using substance painter to create decals. I'm confused. I have watched multiple videos on masks and i get the gist, but for some reason, it's proving very difficult. How do i add different colors? Every time i try and add one color on a separate layer it affects everything.
Although I baked curvature map and added curvature smart mask & curvature generator the map kept the same I tried turning of auto tone mapping with minimum -0.1 and maximum 0.1 it was affected but the rest of maps changed I tried to add layers, turning all the layers on and off this map never changes using layers, colors, generators or smart masks
Maybe I arased 'em... Somebody share .sbsar "Curvature" and "Ambient occlusion" generators plz
Hello!Is there a way to import geometry in world scale and position rather than have it always be adjusted to a 1-size-fits-all bounding box?When doing adjustments to the mesh that affects the overall bounding box size of the asset preserved strokes and so on will get messed up.Thank you!
Hello! I'm trying to bake using cages in Substance Painter. The plaster on the nose should have dots on it uniformly, right up to the edges, but the edge has artefacts on it instead. During the bake, this image briefly appears where the artefacts appear:The UV of the high and low poly models are the same so I can't think of what could be causing this issue. I've tried both a flat cage just hovering over the plaster and an all encompassing cage surrounding it but neither have worked.Any help would be very much appreciated! Thanks!
I'm trying to drag an alpha file into my screen but nothing happens when I do this.
Hi, so been at this for a few hours and very lost. Basically, I have made some leaks in Painter, I am trying to use them in Unreal and they work great. Until I try and use a mask over it and it shows the image in the background. I am quite new to this all, so any fed back would be a huge help. The image where the red arrow should be invisible. I have tried countless versions of exporting / only exporting opacity, ect. Just stuck. Thanks for any help
So I'm having an issue where I want to bake the normal map of part of my model. I've included the high/low prefix for the parts that I'd like baked and left the other parts without naming prefix's. Substance still produces artifcats on the parts that I want left alone. Why is this? See the artifacts on the edge of the coat in the image I've attached. Theres no high poly mesh to bake onto this so why is it producing these results?
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