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Hello, sorry about this somewhat offtopic request. The other day, my Discord account got hijacked and started spamming invite links to all DMs and channels, which got me banned from a few servers including Substance Painter & Designer. If someone can get me unbanned, I would appreciate that. My account name is: (Removed by moderator now that issue is resolved)
When I try to bake mesh maps, some of my high poly pieces are way bigger than my low poly model. Is there a way to scale my high poly pieces to match the low ones? I exported them from zbrush and they had 1 as a scale, so I don't see why this problem could occur. It's my first time using the app btw, so I'm not really familiarized with it 😥
Hi everyone. I need to know how to acess to the geometry edges. Let say I have a cylinder without cap at the top or bottom and I need to mask the edge. I know that there is the UV border but this will mask the vertical seem that cuts the side of the cylinder, so I was wondering if there is any other method to mask the edge of the geometry only. Thanks a lot!
Hey Guys Trying to paint this Tek Rifle from ARK however has 2 albedo maps one for the rifle body and one for the scope, I can only seem to paint the body and it will replicate on the scope map making it look messed up any ideas on this one?
I signed up and was approved for the 12 month student license of substance 3D Painter, but everytime I open the app in says that there are 30 days left on my trial. Is there any reason for this?
Can anyone tell me what the best way to import models that are made in Solid Works
Hello, Is there a way to export as scaled tilable shader instead of a material made only for the UV maps? In other words, is it possible to export as it is on the preview sphere BUT after the changes made for the mesh (scale and other changes).
Hiya,So I assume that a stencil is if your working to lay down color information with all the details in tact. I can't get it to work for me. Is there a tutorial on how to set that up properly? I'm using a paint layer and nada is happening!Thanks so muchRichard
So we all know these alpha packs we create or buy at various markets are set up to more or less "fit" a specific size model but what if you have a need to elongate or squish an alpha to better fit a model of a different size or shape? I've tried overcoming this wall in Photoshop but it's really a finicky issue like this so my question is there a way to make this happen from within Substance Painter? If not would this seem like a viable and useful thing to suggest be implemented? Thanks so muchRichard
When I import my model that I've made in blender, bake the maps properly and then try to use a texture it doesn't show. I don't know if it's a UV problem but theoretically I've unwrapped the mesh properly. This happpens both the allegorithmic version and the recent version of substance painter.
Hello, I am totally angry because I know its probably something I am missing, but for some reason my 3D object will show as a flat object on my workspace, why I follow all the Import instruction, and it does not accept any colour change or masks in the material mode. Please help me.Massie
Hi there all,I'm having a couple of issues working with Substance Painter 8.3 stencils. The 1st is possibly a bug, and the 2nd is possibly a feature request. 1) when holding 'S' to adjust the size, rotation and zoom of the stencil, the model goes so dark, it's impossible to transform the stencil as required. Bug?2) Is it possible to lock the zoom of the stencil and model? e.g. when using the stencil to paint items that need to be of a uniform size (Screw heads,etc), it just needs an inadverdant zoom of the model to throw things out of wack. Unless I'm missing somthing, then please put this down as a feature request. 🙂ThanksJon
Hi, I am currently try to export my project texture with my own preset by Python. My Substance Painter version is 8.3.0.0I found that this line go fine substance_painter.resource.ResourceID( context="starter_assets", name="Arnold (AiStandard)"). #Result: resource://starter_assets/Arnold (AiStandard)At the export_config = "exportPath": "C:/export","defaultExportPreset" : export_preset.url() or "resource://starter_assets/Arnold (AiStandard)" I would like to ask is there any way to get the url to my own preset?I locate my own preset at \Document\Adobe\Adobe Substance 3D Painter\assets\export-presets
I'm new to using substance painter, and decided to purchase the 2023 app from steam. The app itself works fine I can open it, paint, bake all that good stuff. However after saving a file as .spp and closing the app, when I try to open it agan... nothing. The app doesn't open and when I try to open the file with a program I get an error message saying "Catastrophic Failure".I also tried saving as a template to see if that would work but was met with the same message when trying to open it. Finaly I tried opening the file from the Substance Painter app (File > Open/Ctrl + O) and it opens straight away.I can open the file so I can't complain but at the very least I was wondering why I'm unable to open files externaly to the app? Does this happen on the Adobe suite version aswell? Or is this a bug on the Steam version?
https://drive.google.com/file/d/1faOyYlTNM3rFWLixFytFvXwPLcQ8DHsd/view?usp=sharing Hi, I've uploaded a very simple model (see link at the beginning) that I'm having some trouble with. I think I've done everything correctly in terms of UVs (maybe not!, that's why I'm here) but after baking I'm still seeing UV seams. If someone who's experienced and solved these issues could take a look at this model and bake it to avoid seeing seams, then share what I might have done wrong with the setup, it would be much appreciated. BIG Thanks in advance.
i need help
Hi AllI'm looking to move from Mari to Substance Painter and wanted some more info about working with high poly meshes. I've only been able to find info regarding the baking process that utilises a high to low workflow.As a character artist working with Mari, my workflow to date is as follows:Sculpt in ZBrushBake out Normal and Displacement maps for application in 3D app (Modo)Export high poly OBJ from ZBrush to retain inherrent displacement and fine detailImport this high poly OBJ into Mari and Paint on highpoly mesh.Painting on this displaced, high poly mesh in Mari ensures that any maps created will closely match the position and finer detail of the displaced mesh when all of the maps are used incombination in Modo.In Substance, as I understand it, high poly details are only baked onto low poly meshes as Normal map info when setting up and therefore the baked result is not a displaced, higher poly mesh.Is there no Substance workflow that utilises higher poly meshes (with much of the
Hi,I am a student and i understand that there is a free version of Substance 3D Painter for students. I followed the instructions and applyed for it and was suppossed to get an email back but did not.More than a week passed. What should i do?
I am currently try to get the Substance Painter version of the project I have saved in. I am using Substance Painter 8.3.0 and use it to open the project from 8.2.0. Now it's able to see in the log.[INFO]<Paint Document> The project has been updated from version 73 to version 75.[INFO] <Paint Document> Project was last saved with Substance 3D Painter 8.2.0But I am currious about how to get this property by any script language. If you have any idea, please feel free to help me out. Thank you for reading this!!
I'm probably missing something basic but here goes... It's metal I'm currently working with but it's any shiny or glossy material that this is an issue. I'm finding that it simply doesn't show as shiny or glossy on flat surfaces in the 2D window.Which is a problem for me since I'm exporting textures using 2D View to have the shiny/glossy materials baked on the textures.Changing the rotation of the environmental lighting just runs through flat tones, none of them shiny. Here's an example on a 3D text sign I'm currently working on. You can see the the thin sides of the model on the UV texture nice and shiny metal because they're made up of curves from the lettering, but the flat front surface simply not:https://gyazo.com/1a06ffda28a66dff8751dff9fd3ea78c
Hello, i dont know if i should post this here but i have a question, as a student i want to free download substance painter, i know that i can do it using the virtual certificate that proves that i can get the license to get this time limited version, im lost in the website and im not able to find where can registry and do it, can i get some help? Thank you so much!
Hello Everyone! 🙂 I downloaded a 3D Asset from Substance, the Polyester Spandex Jersey to texture my garment in Painter.I shared this asset from Sampler to Painter and applied it. I have a high poly mesh and all my uv textures are at 4k resolution, but nevertheless the 3D Fabric looks very blurry and not sharp. There is no possibility so the the knitting texture and any fabric details. Also in the IRay Render.Perhaps I'm using wrong settings for the 3D assets. I hope that someone can help me.
I need to renew my educational license but they told me to send them a product code and i dont´know where to find it, and they don´t give me any solution. Any advice? Thank you.
I get used to Painter. I got only one Problem. I want to export the Heightmap into Cinema 4d. The Heightmap is to Overlightet. How can i make the Heightmap more intense ? Mostly all of the Map is White. I want it in a gray Shade. Does it make a Difference if save the textures as a PNG or JPG ? Cinema does not accept Normal Maps wich have paintet in a external Normal map Software.I need to start with Cinema and translate a Heightmap into a Normal. Importet Normal maps make the Render Buggy and dirty. As i have said teh Heightmaps exportet from Painter are far to Bright.
In the Adobe creative cloud app it prevents me from keeping the latest versions when I wanna install an older version of painter.Is there a different way to get two versions to work on my pc?
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