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Hello, My initial intention was to convert some Spec Gloss textures to Metallic Rough, but I encountered an unexpected error while exporting. I started a new project using PBR Specular Gloss workflow inside Substance Painter: Imported some specular Dissuse and Glossiness textures to the material And now exporting as PBR Metallic Rough But I get an error during the export. And the log:I'm using UDMs Any idea?
If not what program can I do that in? It seems the seams issue was that my OBJ wasn't welded so I got a welded OBJ but it's not ID'd so I have just one of the UV's (UDIM) showing one at a time. I think the color ID's allow for SP to see this as a whole OBJ so painting over the seams is possible. Is that a correct assumption? Thanks so muchRichard
Hello everybody I have been struggling to get a realistic painted steel material, and normally most of the workflows and prepared online assets doesnt look natural, they look like a paint on any other material, i think the paint on steel should look different that a paint on concrete, can you please help me how to get a realistic painted steel material?
Hi everyone, I've started studying substance and I need help.I added grunge, chose three planar projections so that UV seams were not visible, this effect appeared on the edges of the blade along the entire length. what am i doing wrong?
So I wanted to bake a normal map from a mesh, but for some reason it distorts the normal map. It looks like the normal details are rotated. The normals are okay, the UV maps are too, I don't really know what else to do. If I turn off the average normals everything looks fine, except the details are barely visible. Average normals on Average normals off
I have a character that had the UVs updated recently. I want to try and preserve as much of the work I've done in Substance Painter as possible, but when I import the new model all my textures are obviously messed up since the UVs are significantly different. Is there a way to import the model with the new UVs without losing all that work? I'm thinking along the lines of how in ZBrush I can import a new model with different UVs and project my polypaint from the original mesh onto the new one. The models are identical in shape, only the UVs are different. Is there a way to keep my work in tact?
So i work with blender on there in texturing i can make a mask and create seperate masks INSIDE the first mask. Is there a way to do that in Painter? For example: Im making a steel chair. Its going to have Painted Metal as the base. Now i want a mask to show metal edge wear, so there will be parts of exposed grey metal. Now WITHIN those parts of the grey metal which is exposed and has no paint, i want to have a mask so that SOME parts of that exposed metal has rust. So a mask, within a mask. This is my absolute first project in painter so evrything is still new.
After updating to version 8.3.1, there no longer seems to be an option to title UDIMs. This was a very useful feature, especially for quickly making sense of a file when multiple artists need to work with it, working with external teams, etc. Are there any plans to reintroduce this functionality in a future update?
HiBack in substance after a while and I'm getting clipping between low poly and high poly mesh after baking mesh maps.It's a basic T-shirt in blender. The high poly is the exact same model but with multires modifer to sculpt some wrinkles. I exported the high poly model with multires mod applied and exported the low poly model with multires mod removed. Not sure why there should be clipping like this?Here's how they look in blender:I've tested each them on their own and they texture fine separately with no issues.
Hi, I'm facing this issue for a while now and it's a bit awkward to still have this kind of issue now that Substance Painter is a solid standalone software. Indeed, i can't import (nor export) anything from a network folder, and since in my company everything is centralized in the servers, it's a HUGE waste of time to save a copy of the wanted ressource in a local folder and then import them. Same thing in the other way, i have to export in a local folder, then copy/paste it into the server. I'm probably wasting my time posting this here, but we never know, maybe someone in the dev team will hear about this 🤞 Cheers
Hello everyone!Here's my problemThere is those red lines on seams of a model, and I don't know how to get rid of them.I guess, it somehow related to the first layer folder, which texture is red. And I use different models in same position, but with same material.Even if I hide first red layer, you can still clearly see those blank lines on seams. How do I solve this? It is serious problem for me.Even putting them in Blender doesn't help.I beg you guys, please help.I think this problem applies to texture due to its material wich contains multiple models in it. But how to fill those blanks?Can not upload my file here -_- . So I hope you understood my problem, and will try to find solution
Hey!I'm trying to texture a model in Substance Painter, but I'm having some problems with shading. Whenever I bake my model, I get these weird artifacts and shading in some spots.Shown here:The model was made in Blender, here's the low poly and high poly:Low:High:Any help is greatly appreciated! Thanks in advance!
Hey all, I'm a bit new to substance painter and I'm trying to make a mold. I've been using alphas to create height maps on a curved surface, but I want the height to only extrude in the +Y direction and not normally from the surfaces. This way I can avoid getting any undercuts for my mold. Is there a setting or a way I can change the behavior so that my height maps only go in the +Y direction? Thank you!
Hello everyone, I'm trying to generate an ambient occlusion map for a room. Since the room is viewed from the inside, the normals look inwards accordingly. I think that's why there are problems and everything is baked black. Is there a way to fix this? I am attaching a picture of the generated AO and what the room looks like without the AO. Due to the shader used, back faces are ignored, thus the interior of the room can be seen from the outside.
Hello community. I'm fairly new to SubPainter, Im trying to apply an alpha decal on the practise spehere. But I cannot figure out how to get the correct axis. The brush is going the incorrect axis, Ive tried X Y Z, but getting non desired result, someone please help me.
I can't get my high to bake on my low right. It seems to bake slightly. but there are roung edges. some doesn't bake at all. I used match by mesh name. every proportional mesh is the same exact except _high and _low. I have tried all with front and rear distances.
Hi, I had a problem while baking. Despite the fact that in Blender the directions of the normals are the same for each UV tile in Substance painter, they have a different direction.Perhaps I am doing something wrong, maybe someone will tell you how to solve this problem.Thank you
Hi everyone, thanks so much for your help. Relative substance newbie here. I'm trying to import .fbx files that I've made in Zbrush, into substance.I'm using a macbook pro. The files are characters I've made. Each one started as a few million polys and I've decimated them to a max of 250k polys for the character and 20k for each of their smaller bits of clothing. 99% of the time when I try to import to substance, I get the following error when importing, then the import gets stuck on around 7% and either crashes or takes way too long, so I have to cancel it. Error: [Scene 3D] [FBX] : Mesh normals are invalid (some values are null) and will be recomputed. I have uploaded screengrabs of my export settings from zbrush and import settings to substance.Please help! I'm going to have to resort to painting them in zbrush otherwise which will be a super frustrating experience. Do I need to tweak my settings? I've tried uploading to Blender and re-exporting. N
Is it possible to get rid of these lines? I highlighted them in red boxes.
Hello,I paint my model using normals and height. My final destination is Rhinoceros 3D, and I need only the normal. There is no output template for Rhino. Anyway, when exporting, there are these two maps, normal, containing some detail, and the height containing the critical part. As a workaround, I'm trying to combine the two maps using Substance Designer. This is not the way to go but I do not how to do it the correct way. I already painted my model. I need only the normal bump texture map.
whenever I hit export to export my textures there is a set of png's that couldn't export any help fixing this?
we have an Enterprise account and was able to download the recent Linux versions back when the allegorithmic web pages were still active. I contacted support and got someone with no clue, and finally after 20 minutes of checking with his fellow support team that the Windows version would also work in Linux. Does anyone know where the download link is to the Linux RPM's ? Thanks.
I was texturing a lowpoly scene, the substance file after texturing is around 1.5gbs. The thing is, the scene keeps lagging and susbstance painter is very slow when i am painting any more details or doing any change. I found out when i am doing anything the GPU hits 100% usage. I am working on base color channel and not even on "material channel". Even when I am turning a layer off the gpu hits 100% ram stays on 8-10gb and cpu reachers 10-15%max. I have clean reinstalled the drivers, downgraded and upgraded drivers and even updated my windows, reinstalled my substance painter but the probelm is same even on PC better than mine. link to file:https://drive.google.com/file/d/1EeZotfTwo6zZQMOiAzEaNJ20JwS9T54e/view?usp=share_link system specs: Ryzen 9 7950xrx6950xt GPU64gbs RAM
we would like to be able to export EXR textures with mipmapscurrently, we have to process all painter outputs using oiiotool (txmake) and rewrite the EXRs in a more rendering-friendly format. as far as I can tell there is no way to control the format directly from substance painter export. Is there a flag (or API call) that we could use to change how the exrs are written?thank you.
I'm trying to export my substance project as a .psd file with the same layers & layer order that I have in substance painter. I do not own photoshop so I cannot export to photoshop. Is it possible without photoshop to export as a .psd with layers?
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