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When I export this model from Blender 3.6 and bake the texture set in Substance 9.0, the seat of my bike somehow gets the UV map projected onto it. Can anyone tell me what is going on? The model is UV unwrapped in Blender, with a single basic material applied to all objects so I can round trip a single set of UV maps back into Blender or Unreal.
Hello!I'm new to substance painter, I wanted to ask if someone can give me a clue how to get this wooden plank generator to be put the same way on different faces.I was thinking of putting reworking the id mask to separate the faces that are inverted and using the transform filter on them, but I have no clue on how to do that without undoing all the work that i did on the mesh and starting from scratch.Any help would be really appreciated, thank you.
Hello everyone, I'm new here. Currently, I'm working on creating my first stylized low-poly (game-ready) model. When baking high to low-poly in Substance Painter, everything looks good with all mesh maps and material view. However the normal map (mesh map) has visible seam lines. After searching online, I found a few potential solutions to this problem: I've already tried raising the bake resolution, but it's already at 8k.I made sure that my UV islands have 32 pixels padding between them when Substance Painter's dilation is set to 32, so they should not be affected by each other.I attempted painting the seams of the normal map with the average color of the normal map, which did make the seams disappear, but it caused imprecise results around the seam areas and even were noticble in matirial view.I haven't attempted aligning the UV island seams with the UV grid, as I need to optimize the model for gaming, and aligning might cause issues with UV packing.does anyone
Ok, either i dont get soemthing or the color mixing mode for any layer is comepletly broken.Every time i set a layer form "normal" to "color" it just burns out the texture and bumps up the brightness by 90% and turns almost every layer white. And its not like it started now, it always was broken, no matter the version it never worked, so far i just never used it.But i gotta ask, is there a way to actually make it work?
Hi everyone, it's been a while since i started wondering why there's no triplanar projection option for some filters like "Blur Slope" or generators like "Dripping Rust". I love triplanar projection, most of the times is definitely a game changer, but when i come to use it in conjunction with those two filters (which i often like to adopt) i always have to tweak with a painting layer on top of it to correct the visible seams appearing on the textures, which can be really tedious depending on the asset i'm texturing and the level of details.Is it possibly me not knowing how to fix it or is it actually a missing "feature"? If so, how come has it not been implemented and doesn't work like with other generators like "Dirt" for example?Thanks to whoever will have an answer or will be able to help 🙂
Hello, Just trying to create a smart material out of a folder, so I can use it in another file. When I say create smart material, nothing happens, but red warning at the bottom shows "[Library agent] Preset cannot be saved: A default library must be specified". Thank you for any help,Colleen
Hello ! I'm a beginner on Substance Painter and i make my homemade texture.I already have a 3d model (a hoodie) and i would like to create my own texture.Everything works perfectly until i choose the color of the texture, if i choose white color, behind of the hoodie the color is grey and not white.So i would like to know how can i have a complet white hoodie ? I think the problem come from the environnement lightning and the exposure.Thanks ! Mika
Help, please! I can't bake the map ao.
Hi, I have a problem in the bake mode from SB. There some weird lines, where I don't know, where are they are from. I guess its, but the high Poly model haven't this lines in ZBrush or other programms. Do anyone why they are existing, and how can I remove the lines? Thank you!
Hi, I start to texture my model and seams come out, I do not know how to fix it and they do not smear, what to do? Where you can see the seam in May is soft.I used to make incisions on the soft, but the stitches were not visible, but now they came out and I can not remove them in any way please help me.I understand that they can be covered up, but I want to learn how to fix these issues so that in the future there will be no problems.
I was approved for 1 year but the application only shows 1 month, I am unable to request help because this is a school account.
Hello fellow adobe users/admins,I encounter a problem with Substance Painter 3D. I recently upgraded my pc and re installed Windows along. I downloaded Creative Cloud and have still access to MOST of the Adobe Softwares that I use for my studies (PS, iLL, Premiere, AE, ..).The problem is I cannot download Substance Painter anymore (along with Designer and others that I need and could previously access) tho I had it before with that same email address/account. I only have the options to ask for a new access, or go for Trial version (which is not conceivable for my student status).When I ask for access I receive an e-mail with a code to use on identit-E to verify eligibility (which should be already done since I can access the other programs as a student), but it tells me that both my e-mail address and the code correspond to nothing in the data base. So I contacted them and they replied that they have nothing to do with those types or errors, can't help me on that matter and Adobe is th
Hi, how do I export this texture to only have the "X" but not texture the rest of the model (basic blender white) as well? On the roblox game engine, they have their own textures, but I only want the X to be on the texture, not the default white background its on.The barricade on the right is using the roblox texture, when I apply the texture from substance with the "X" it makes it white some reason, when I only wanted the "X".Sorry if this is confusing! Beginner here haha, thank you for reading.
As the title say: Where is my license key and software? I bought from Allegorithmic several license Keys for Substance Painter and Designer. Befor Adobe bought that company i could login and i could download the software. Now everything is gone. Both accounts uses the same Emailadress. Simple question: Where are my payed licenses????
Hello, I was hoping someone could tell me how I could run/trigger python scripts without using the start and close definitions shown in the examples. Currently, I am launching painter via an external python script using subprocess.call([substance_painter_path])What I would like to do now is run/trigger my other python scripts for painter directly from that external python script (Open Project, Rebake Textures, Export etc.) But so far I have only been able to run those kind of scripts via the Python drop down, and using start/close plugin definitions. If someone could explain this to me I would really appreciate it! Thank you!
Buenos tardes, como están? Quería realizar una consulta, ya que pague la licencia de Adobe Substance Designer y Painter y veo que no se actualiza como la suite de Creative Cloud, porque no lo hará?Hago esta consulta porque miro algunos tutoriales de las ultimas versiones de Painter y yo no tengo las ultimas herramientas.
Hello About UDIM showIn many videos on youtube you can see that uv-tiles (udim) are shown togatherСоздание проекта UV Tile UDIMs Substance Painter - YouTube But in my case all uv-tiles (udim) are shown separatelyhttps://youtu.be/XLpMGiUQQaQ How to show all them simultaniously?
I want to save my project and for the first time it throws an error and won't let me save it. Attached image. I need urgent help please since it is my end and I have to deliver it
Hi I have a question about Substance Painter. I was wondering why there isn't a Text tool available, similar to the Text Node in Substance Designer so that you can choose your font and adjust the text.
Hi, I have this layer with planar projection which should apply dots all over the mesh, but it does just for the left side. But if I preview the mask It apears correctly. The layer is at the top of the stack too. Please let me know if someone has an idea of what happening.
So i've been a following a video on how to create a stylised Tree using Maya and Substance Painter (https://www.youtube.com/watch?v=hMK3op3IpNM&ab_channel=3dEx), I've followed along as best i could it being a super sped up video. Once i got to the baking part (6:33), the final outcome did not come out clean at all compared to the video. His is very clean and has that 3d illusion look to it where as mine is very flat and there seems to be some stretching and mis alignment throughout. I'm new to baking so apologies if this is all very straught forward but i've found it awkward to research what the actual problem is. I've attached my baked mesh in substance painter as well my UV's and meshes from Maya. If anybody could help me out i'd be really appreciative. Happy to answer any and all questions in detail
Hello everyone, I have a problem that I can't solve. I created a 3D model with Fusion 360 and exported the files in STL format to assemble it in Adobe Substance 3D Stager and later export it to USDZ format to work on it in Adobe Substance 3D Painter. In Painter, the objects are indeed imported, but they appear invisible. When I try to apply Mash Maps, I can see the presence of the object, but the screen doesn't show any objects. What could be the problem? How can I resolve this situation?
I have been using micro details for certain generators with anchor points for a while now and for the most part I left every option in the mico details tab default as it was working fine as is, but now when I do the same thing I did hundres of times before I get this weird effect where the lines don't match up.I included an image of a very simple scene: I used a hard surface texture and added an anchor point to the layer, after that I added a fill layer with a black mask and finally added the edge wear generator. In the generator's options I turned on the "Micro Normal" and in the "Image Inputs" I set the "Micro Normal" to the anchor point and I got this result. I et the same result if I use the "Micro Height" option. A couple days before this worked just fine with the same settings that I use now. (I use the Steam version if that matters.) Not sure if I am doing something wrong or if it was the last update, some help would be appreciated.
Hi there, When setting up my substance project, the texture set names are being created using the obj material shading group name, as opposed to the material name. I am exporting meshes from Autodesk Maya 2022 as an obj file. In the export options I have Groups, Point Groups, Materials, Smoothing, Normals all set to On. Is there a setting or option somewhere in Substance to change how the texture set name is created or derived?
I have a model that when I bake the texture set underneath is having problems. I need to have my texture set separate so that I can reference it in Unity. The model was done in ZBrush. I have many other models that will have this same issue, so I need to figure out for one model first. Kindly advise. Here is the view with the overlap: Here is what the map looks like for the texture set. The repeated sections above are quite odd.
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