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I see only clone tool In Painter. Is ther anything like those more advanced Photoshop tools in any of Substance line of products? Is there anything like patch tool and content aware fill I could use on height channel to fix photogrammetry artifacts?
I am texturing an ammunition bag for a character I am making, and when I paint in especially the front flap of the bag it bleeds through to the base part of the bag. I have no idea why it's doing this and I am curious if I screwed up my UVs or if there is a function of the brush I don't understand. Help would be greatly appreciated.
I am attempting to export my textures for my asset as glTF files but this option is shown as grayed out in my viewer and says (this preset is not avalible for your current project). How can I fix this issue? I selected PBR metal roughness for the project template. Substance Painter did allow me to export a GLB 3D asset but without the textures it is useless! Please help!
I got the new Version of Sub Painter 9. I work with Cinema 4d and i have to convert the Lightsettings to Aces. Wich Format should i take if i export from Painter to Cinema 4d ACES ? Will sRGB 907 work ?
I can't work with the new version of the program, how to download the old one?
Hello friends, Can someone tell me why my texture is coming out blur even after I have assigned a whole U.V tile for the specific part Currently the textures are set in 2k but I tried increasing it to 4k and saw no difference and I also assigned same texture to different objects with smaller U.V spaces and the texture is coming out crystal clear in those objects
Hi, I"m using Susbatnce Painter 9.0 and i export a file from Painter to Blender 3.0 and then use Ctl Shift T to import the textured into the Shading nodes and it looks like the model is covered in a tile of the texture map that i see in the 2D window in Substance Painter.Below left is the result of the model in Blender (close up) below right is the texture map window i see in the 2d window in Painter.Below is the model in Painter (with the colors in place)and this is what i hoped it would look like in Blender. Below is what it looks like when i import in from Painter to Blender with the tiled texture map appearance.Can someone let me know what i did wrong? Thank you in advance.
Every time I press "CTRL+S" there is an addition in message saying "Saving project" in the most bottom left corner. While the project is not saving at all.
Hi, I have a SP file from another artist with working materials and textures, but when I want to use some of those textures elsewhere, I cannot find them in the assets list. But they are working correctly in the existing layers. It seems they are embedded / packed inside the SPP file. How can I extract them?
I am looking to be able to query a version of a painter file before load. I saw in the changelog this is supported via scripting now. Which a great step in the right direction but, I couldn't find a simple way to do this currently though parsing the spp file. Is that data currently possible to parse from the file?
When i create a mask in Substance Painter, the mask forms its own unique shape each time and the colors bleed onto each other.I unwrap in blender, export in fbx and then when i open in Susbtance Painter, I create a mask but it doesn't work properly. I've tried it with a few different models and each time the same thing happens. I'm guessing i'm missing sometthing obvious but i can't see it. Any help would be most appreciated.Below is an example. The mermaid tail is meant to be all metallic red but it's half red half gold. (The mermaid fin above is gold which is where that color comes from.)
Hello, I am trying to use the SUBSTANCE_PAINTER_PLUGINS_PATH and it is not working. Here it is what I am doing:01) Go to Edit the system environment variables02) Add new called: SUBSTANCE_PAINTER_PLUGINS_PATH and its value G:\My Drive\001_PROFFESIONAL\000_resources\008_tech\TS_LIBRARY_2023\TS_softwares\TS_painter\plugins03) Open Substance Painter And it is not working.Am I missing something?
Hi I like to ask my own unique question about baking. I mean I know there tutorials and explanation out there but I like to ask my own question to make sure I'm reading and understanding what I read correctly. So the idea of baking models from high to low poly is that is that taking detail we see on high poly and putting them on the low poly but its not changing say the mesh of the model. It adding in details or you could say illusion that make for example part that make it where the height map make it look like there is deep lines but it really just one mesh with a detail that make it look like it had multiple faces on it that were extruded a bit. Another way I mean is it like drawing the detail it see on the high poly and put it on the low poly but it never changes the mesh or say edit the mesh at all, it just make it have it where it look like it changed when it not.
I'm trying to create a mask to fill in an area that my ID mask did not cover, and when I do it is not fully painting in the area and leaving what I believe to be seams between the different UV islands. Any idea on how to fix this? It doesn't seem it's allowing me to attach the project file, so apologies in advance.
The first image is the model when exported to blender, the second pic is the model in substance painter, with the details baked in. When i export the model (export settings in pic 3) the details dont transfer. Any suggestions?
Hello everyone, Substance Painter customer for a while, I just really decided now to go deeper into it.While it gives awesome looking results and feels extremely powerful at first, I'm quite shocked of the lack of many " basic "features that should be integrated to get the best workflow between the 3D software and this one. I paint mainly Aircrafts, and it's a complex arrangement of panel lines, rivets, gauges with dials etc. It's not THAT artistic and need everything or almost to be measured and accurately placed. Currently, maybe I missed a lot of things, but I can't : - Paint bezier splines, parametric curves- Define intervals distance between two brushes- Save a brush to a layer ( to simulate a rivet type ), without doing complex things in the software- Using background reference image as " Planes " ( like in Blender or SolidWorks ) to directly " Draw Thru " and save a lot of time. Some assets just can't be done " on the go " with sole Mk1. Eyeball- Use radial o
I've recently modelled this train, but when I export it these are the results. I have no idea how to fix this, as I think the UV maps are good. The model is seperated into seperate meshes and 5 UV textures. Any idea how to fix this?
Hi, trying to create a few plugins for Substance Painter. When I edit main.qml in QT editor it "mostly" works except it can't import "Painter 1.0". I'm using Substance Painter 2022 v 8.3.1If I make changes, they work in substance but it will slow me down heaps if I can't get intellisense etc to work in the editor. If anyone has any tips on getting QT to be able to cleanly edit plugins I'd appreciate any help. The documentation is vague at the best and there seems to be nothing about integration with the QT editor. I assume the version of QT I use must be the same as the one Substance uses.Beginning to see why so few pugins being made.I did get a python texture exporter to work, with a single click it exports all the texture maps for my engine which will save a lot of time.Below : My texture export resultsHad a few problems in python as well as it seems substance uses 3.9 which is 7 years old and the last version to be backwards compatible with python 2.I hope the next re
How do I erase a side portion of the photo that I don't want to make it blank yet keep the rest of the picture to continue editing?
Having Baking Issues I'm still learning Substance Painter and I'm not sure what is going on. I am experiancing triangles and splintering around some of my edges. The Zapper was done in ZBrush with booleans. The low res mesh with vertex color and UV layout is done in Maya. I did my best to separate the shells at the hard surface edges. From Maya I then export the Zapper, Trigger and Scope into a single fbx file. I then do the same with the HD Boolean mesh from Maya as well. In painter, I bring the low res fbx mesh into the scene to start. In my bake settings (see below) I include the HD mesh fbx file. The results are undesierable. Help me understand how and why this is happening and how I can fix it. For the baking, I started with default settings and then adjusted to what you can see in the image. ALSO! Does Marmoset do a better job? Am I expected paint out these artifacts in Photoshop? Images below: Baking Error: [Scene 3D] [FBX] : Mesh normals are
Hi I've noticed a recent change in links given in this forum, and from the in app links, for documentation on Substance 3D apps. As an example there is a link in the sticky post on the new painter version for documentation, for which I get a message stating the location does not match mine (which is correct as I am UK based). However clicking on the link does not now take me to a UK version of the same page, as it used to, but instead to a generic help page. Entering searches, on that page, for Substance Painter documentation turns up nothing useful.The same applies if I click on the documentation link within the application. Can this be fixed so that, if we are redirected to use a regional page it contains the relevant information. Thanks Dave
Hello, I ll would like to know if it s possible after made a copy instance layer to remove (unlink this instance).For example I v a layer (yellow) I ll duplicate in instance to have the same colour everywhere.But at a moment if I ll decide in a texture set to change the color (but not the source).How can I ll unlink it to change the color in this specific texture set.Thanks by advance for your help.Best regards.
I am working on a feathered creature and I wanted to do the feathers in substance. I found a feather material and applied it. However, the feathers dont curve along the body in the exact way i want them to. Part of this is because of the UV layout, but changing the UV's would make them worse overall.So I would like to take the texture and warp parts of it, just like puppet warp, or bending in photoshop or similar programs. Is there a way to achieve this ? Or might there be another smart way to get things to curve ?Thanks in advance.
I would like to offer the Substance Painter file for download along with my bus model to provide more flexibility. I purchased and downloaded some materials using Steam credits in the past. Am I allowed to offer such a file? This would allow the buyer to modify the bus more quickly. https://skfb.ly/ooQHs
I created some decals for my model, the texture should have the exact same aspect ratio as the model,how do I scale the decal projection so that it exactly matches the height of the model?Found dozens of tutorials on organic placement, but have no idea how to do precise placement.
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