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So, im working on a chair model and i made most of the texturing work already. Now in blender i decided to add screws. ID mark them with Vertex color and just add the uv's of the screws in the already free parts of the UV Map. Now i want import the updated model without losing my already textured parts and just do the textures for the screws. any way to do this? i dont want to remake the entire thing from scratch.
So I just got my student license approved. I got the email, clicked on the link they sent me to redeem the and did it. Then i download Creative Cloud, went to the app and still asked me to buy it. What can I do to solve this?
I'm very new to susbstance so bare with me. I modelled the model in blender and imported it into painter with pretty much normal settings, I just changed it to auto-unwrap. I assume it's a problem with my UV's, just don't know how to fix it. Thanks
I want to export an usdz file but painter won't let me export both textures and the mesh.
I have combined two different Layers with a Noise Shader and a Black Mask.I want to combine some Noise with the Standard Layers. I cannot figure it out how to set the Colors (Layers) of the Shader. The Tutorials with the two different Redshaders are useless to me. I dont want to draw at the Both Layers and just planed to do the Work with the Noise Shader, but they arent fine enough. If someone would give me a Hint how i can combine two Skin Shader into a Complete Shade i would be gratefull. Maybe you can give me a step by step.
HeyI have this blender file, im trying to bake in substance painter, but it doesnt seem to do anything.I have made a lowpoly model and baked Highpoly model into.Any ideas?
hey,I modeled an arm robot in blender and unwrap it then exported as .FBX with applied scale to substance painter and baked it with no problems now I want to paint some screw heights by alpha brush I have but when I reduce my brush size to paint on object the quality is really bad and not the same as normal brush size. So how I can get good quality from small size brush on my object and what causes this problem is it about my object scale or alpha that I use (alpha is 2k res) ?
Hi All, I've been trying to gain access to my Substance Suite on my personal device as an educator. The issue is that after the Identit-E verification process I am directed to redeem my "Creative Cloud Membership". I already have a CC membership and when I attempt to sign in with this account it states "Company or School Accounts are not supported." How do I utilize the Substance Suite while still having access to my Adobe Apps and not have to switch between licenses (which then forces Apps such as Photoshop to close) when utilizing Substance Suite?Any help would be very much appreciated.
Hello All! There are many enquiries regarding the implementation of a 2nd UV Map Channel in Substance Painter. After seeing the Susbatce Day 2023, there was a question about the possibility of it's implementation, even Wes McDermott gave his support :). To maybe assist the people out there asking how to import a model with multiple UV Channel (without using UDIM's)... Maybe people could comment on there workarounds? I guess mine would be to export the model multiple times, each time changing the main UV Channel to the next set of UV's. Any other workflows please share. Thanks Alan
Projects requirements: Complexed, working on maps which are 3D scanned based models (rather than modelled from scratch), intended for 3D full-colour print.The candidate: I have received a good offer (budget wise ) for a MacBook Pro 14" Z15G-CTO43 M1 Max 10C CPU 32C GPU, 32GB unified memory, 16-core Neural Engine 8TB SSD, 96W - Late 2021Question: Is this a good offer, performance wise, concerning the mentioned project requirements ?Another question: will I meet difficulties down the road with this M1 and which M2 ,pro or max, would significantly solve them better?Thank you
Just wondering how to paint a texture so it's not blurry? Image attached. My grass texture is 2048 but for some reason it's blurry both in SP and Unity. I do know all the tricks in Unity for blurry textures. Here's my setup: Document resolution 2048Shader quality 64sppGrass is 2048I've tried all the Size SpacesMy UV map seems fine... It seems only a Fill layer is not blurry. Could I be doing this wrong?Cheers.
Is there any way that I can do Hot-key for adobe substance 3d painter? There are hotkey but are not enough.For example, there is not any Short-cut for Black mask and white mask, generator, and Fiter. I am tried using Mouse. Generally, 3ds max have enough Hot keys but dobe substance is not. Could you please Fix it for next update.
I'm looking for help exporting textures from Painter to Unreal Engine 5 correctly. In Painter I have 4 different tiles, each with a different material. When I export I therefore end up with separate textures which I don't exactly apply to the model (in its different parts). Thanks to anyone who will take a minute to help me 🙂
Hi everyone something strange is happening with the smart materials. I've applied the same smart material to all meshes, but it's not working for the wheel. I've tried to remake the UV and make retopo, nothing helps. I can't understand what's special about the wheel that it doesn't accept the any smart materials. I. Fact any materials. It just gets coloured and that's all. can you help me olease? baking was done in the painter.
cCan someone please help me understand how i can paint why stencil as base color? its probably obvious but I'm missing it.-thanks, mike
Or at least extend the time out further to when it's saving? Seems to get in the way and takes a long time to allow me to get back to work! It's quite frustrating! ThanksRichard
Hi, New to Substance Painter. Just wondering why when I paint, it paints in multiple spots on the mesh instead of just one spot? I have mirroring turned off, I have "UV" set in the Alignment on the brush setting and in the new project I have Use UV Tile Workflow checked. From blender it's just 1 material and 1 mesh. Do I need to assign more materials or set it up somehow so it doesnt do this? Or is this something I can fix in SP? Thanks!
So I made a smart material (first screenshot) and imported it into my own library. I then opened a new file, imported the exact model, and applied the smart material that i made (second screenshot). The direction was off by 90°, so I thought I'd use the filter "transform", as I had done before, with the exact same model. But now, as soon as I select this filter, some parts of the height information (at least I think it's height) vanishes (third screenshot). I didn't even actually change anything in the filter settings. Another part also becomes duplicated.When I take another smart material and do the same, there's no problem.I can't be the UV-Maps either, because that's not what the UV-Maps look like.Can someone help with how to solve this issue and what the problem could be?
Hello! Can anyone pls help me on this, I'm new on substance painter so im kinda stuck it would be really great if someone helps
Hello there, I've been facing the issue that substance painter will crash my computer ever since I upped the amount of RAM I have. This issue still occurs with the newly added RAM removed. I currently am using an NVIDIA RTX 3070 tiAMD Ryzen 7 3800X 64GB DDR4 RAM600W PSU.Windows 10Up to date graphics drivers. Currently It has crashed around 8 times and corrupted multiple saves, even if they werent saving at the time of the crash. It Predominately happens when I save or change the texture resolution. Usually it will just blank my screen and sound and go to the boot screen with my RGB lights still on. Shortly afterwards, altough once, with 32gb installed it went to the BSOD giving me the error code: Store Data Structure Corruption What I've tried:*removing the new RAM*Texturing in Power saver mode*Only texturing on one 4k UDIM*Only texturing in 2k*CMD "Sfc /Scannow) (came up without issues)*RAM Diagnostics ( came up without issues aswell)*Updating D
I need to go back to version 8.1.1 because I get errors in new versions, but it asks me for a code to go back to version 8.1.1, how can I get this code?
Hi there! I created a painted wood material as you can see from the pic. Previous to that I created the wooden planks that I would like to show as part of the material (it's for a saloon building) but I'm having issues getting the planks to show with the material unfortunately.However if I hide one of the base layers I made then it shows slightly but obviously not how I would like as I want the full material to show can anyone give any help or advice? tia!
Hi! So I was trying to export my unreal packed SS, but the base color map is blank somehow. It try to reopen it and nothing works. I was on pbr alpha blending shader, all my previous projects exported base color map looking just fine, but I can't figure out what happened with this. Under the log, they mentioned scattering map, but I never click anything bout it before and all my previous project doesnt have the scattering map either. *I switched around different shader and output template, but still it's blank please send help!
I see that on the Painter export there will be a height map, but i think blender [and unity at least] uses Normal map?How do i convert the Height map to Normal map in painter?Also is the map actually Height+Normal?
We have files with certain suffixes we would like to set the default colour spaces for. For example with "FeathersB_RGH.png", the "_RGH" suffix should set it to "raw" rather than "auto". We've tried adding file_rules to the .ocio file (as explained here). Here's an example, but we've tried a few variations and none have worked:file_rules: - !<Rule> {name: Roughness, extension: "png", pattern: "*_RGH*", colorspace: RAW} - !<Rule> {name: ColorSpaceNamePathSearch} - !<Rule> {name: Default, colorspace: default} Our artist even tried specifying it in the Designer project but it still got ignored in the Painter settings. We're using .sbsar files as part of the workflow. Am I able to set this up automatically with code or the ocio file?
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