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so before Supstancepainter.com got canceld and merge into adobe i can find my licenses so easy but with adobe i cant find any option or button or whatever so i can click to open my licenses
So I have two questions to ask. The first one is when baking and I see the blue for the max frontal distance. Why is it some part of mine aren't getting blue to show they are effecting the bake., I mean the model have both just curious what that means or indicated. Here is screenshot to point out. Just strange how it doesn't have blue Also I have to ask, when baking, is this called an artificat in baking or what is this issue. I mean is this occuring because maybe those edge lines aren't so straight on my UV so might need to straight these out as there coudl be stretcing on them. I have it where these are where the uv seams are for them. The anti aliasis is up. Just wonder what is this issue that occuring here.
Another newbie post from me, I really appreciate the help and support thus far! I'm wondering what is going wrong with the auto unwrap - see the attached screenshot of my UVs with a checker generator. This is a hi-res mesh from 3D scan but it has been repaired in several programs and the normals should all be facing the right way, etc. Is there a way to customise the auto unwrap options? Even though I'm using triplanar projection, this is still causing issues with materials. Or should I give up and manually unwrap the model in another program like ZBrush? Thanks again for any suggestions!
When I import any of my usd assets that were authored in houdini, they come in all messed up like the normals are going crazy or something. Painting on the mesh doesn't really work either. Any HELP here would be much appreciated. I can send one of my usd assets if necessary for anyone willing to help to test it for yourself. Thanks in advance.
I hope you can help me, I will try to be as precise as possible. The problem is on the right leg and the right leg of my Robot, the basic modelling is the left leg and the left arm of the robot, when I finished modelling the left arm and the left leg, I copied and pasted them, then I applied the mirror transformation (Object>Mirror>Y Global) to create the right arm and the right leg. This is where the problem starts, the faces are also inverted, so I select the right leg and the right arm > "alt+n">"Flip" so that all the faces of my model appear in blue (the right way for Blender). I export my model in .fbx format, and open it in Substance Painter, the right arm and leg have the faces reversed, while all the faces in Blender appear in blue to indicate the correct direction of the faces. I try to re-flip the right arm and leg, they appear in red on Blender > I export again in .fbx > open on Substance, and surprise ! the faces appear in the right dir
a problem. in the video tutorial here guy was able to add a black mask and then color selection. doing that got him to the properties menu of the selection to choose the ID map. i just dont get the properties menu. i added the mask. i added the generator. but then nothing
в substance painter 3d сахранения файлов бомба. когда я сохронирл файл с текстурами и снова перезашел, все чтоя делал 3 часа слетело все те маски каторые я настраивал по часу слетели и привратились в кашу. крайни не рекемендую это предложения из за проблем с сохраненим файлов
So I'm completely new with substance painter, full disclosure, but everytime I start a new project, import my fbx and bake everything somehow all of my smart materials are loading white like in the screenshot. I've tested it with one of the provided templates that comes with painter and the smart materials are loading fine so obviously I'm doing something wrong when loading in the asset and baking everything so wondering if anyone can she light what's causing this. Thanks!
Hello im currently working on a tool for Painter to help me make sure artists use correct naming for our project instead of typing by hand. What i need is a python tool that just renames the Current Active Textureset to be MI_ProjectName_01. Is there a way to do this? Ive checked https://substance3d.adobe.com/documentation/ptpy/api/substance_painter/textureset but i cant seem to change the name.
Hi there!I unfortunately missed the boat on getting my Allegorithmic licenses moved over to my Adobe account and was wondering if anyone would be able to help me in getting these moved over?I have the email I used to purchase the programs initially, as well as the product keys for SD, SP and B2M, so hopefully it will make the whole process a lot easier.Cheers!
i try to run the app (8.3), and it loads the printer with the brush and just immediately crashes after that. it is impossible for me to even be able to actually experience it. all i do is open it whether that be from the files, the start menu or the desktop app thing. im running windows 11.
Hi,So i modelled a character in maya and some objects i camera based unwrapped. ( meening i selected camera based and then started to unwrap it.) My UV's maps in maya is evenly spaced and nothing overlaps. i checked it a hundred times now. When exporting it in fbx and then importing it to substance everything shows except the stuff that i camera based unwrapped. No error message appears when exporting nor does anything pop up when importing to Substance. i'll attach a screenshot of my maya UV map and then the one in substance.Can someone please help me it's for a school project. 1ste image is all my UV tiles. I have 7 in totall 2de image shows that only 6 UV tiles are imported although i have exported all 7 3de image shows one of my UV maps in Maya 4th image shows image 3's UV map in Substance but theres stuff missing i'll also send the files along with this. 1. 2. 3. 4.
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Hi I'm sure this may be obvious to many and I'm sure it online but it helps if I have get a direct answer on things I work on, what are these issues I'm getting when I'm baking my model. I know it on the normals. Does it have to do with the edges not being smooth or so. Just curious on what things I should keep in mind when this happens. I took multiple pictures and one to show how the normal looks.
Hi, I got a sticker from photoshop with (4096*4096) and 72PI. But, I dont know why the projection is so faded on the surface of mesh. Any help appreciate it.
For the intro: I am a bloody beginner when it comes to everything related to 3D. So please bear with me. I just started a little project to learn. It's a jacket I have created in Marvlous Designer. For the part marked in the attached screenshot I used a texture and as you can see the orientation of the texture is mis-aligned for the left part. For the right part it is as it should be. So now I am very glad that I found out that it is caused by the UV map - when I added the single islands of the jacket in Marvelous Designer to the UV tile I thought it would be very smart to fill in as much of the space by the islands and the one island for the part which is now causing the issue is an island I place vertically to use the space - the other parts of the mesh are placed horizontically. As I now understand it wasn't that smart. So now my question: How can I solve this. When I re-create the UV map in Marvelous Designer I am sure I will need to re-import the mesh to Substance Painte
Hi there so I am baking with substance painter for my weapon. Now I have it where the high poly has extra bevels then the low one. After I bake, i see it leave marks on my object. It seam this is the place where my seams are for the objects as I checked. Now my question is what approach should i try to fix this. I mean i know i could just move the seams to another spot but curious if maybe there is something I'm doing wrong with my baking or another setting. To add another bake I tried has it where it leave this strange white dot. Just want to understand the mistake I made and what I could do to fix it 🙂
Hi, I am texturing a complex asset made of multiple meshes that are animated. It is like a transformerss, first frame of the animation it is a car and on the last frame parts have moved and rotate and it is now a robot. My issue is that I need to paint details on both the first and last frame of the animation (like a battle damage that spread accross multiple parts in the car form and other battle damage that spread across multiple part in the robot form). Unfortunatly "Substance 3D Painter saves its data in 3D in world space to keep everything non destructive. That means that when reimporting a mesh, Substance 3D Painter tries to paint where the mesh was before the reimport, it has no way to know where some pieces could have moved", which means Substance painter can't reproject the texture on the correct location. Is there a way to make Substance Painter use the 2D UV instead of the 3D space ? Here is a simple version of the issue I am facing. as you can see the stroke have
Hello,I'm getting this error every time I'm trying to get the code for my student 3D Painter license. It worked the first time, but I didn't get the email with the code. So basically I'm stuck with no code... Is there any fix for this?
I was doing some research on how they built the interiors for the sky scrapers in Marvel's Spiderman and it seems they use a cube mapping technique to simulate a sort of 3d look which massively reduces the amount of overhead an engine needs to render thousands of building interiors by faking them in textures.Additionally in the unreleased CSGO 2 they use cube mapping to simulate the liquid shader they built originally for Half Life Alyx in there. I find the effect really fascinating but haven't been able to find any real concrete information on how to make these maps.Does substance contain the ability to build these advanced texture maps or is there some external tool I should be using in order to make these textures?
I'm having an issue with this model - I've baked all maps in Substance, and the maps are looking fine in the texture set list, but when I export I only get blank image files with no details at all. (I didn't experience this with other models yesterday and I don't think I changed any settings, but I'm a new user so it's possible!)The error log is attached - thanks so much for any suggestions!
The heat tiles on the Space Shuttle and similar patterns have always stumped me when texturing. It's easy to create and apply a tiling texture, but that doesn't come close to matching the many differently angled areas, unique shapes, and irregularities in real-life tile patterns. It seems like creating each tile by hand would be the only option, but I imagine that wouldn't be very precise and would require making thousands of tiles. So what is the standard way to do this? How do you create a pattern that has both extensive repitition but also small, precise details and devitations from the pattern? Not actually looking for Space Shuttle texturing advice specifically, but it's the best example of this kind of pattern that I can think of so, that's why I put it in the title. And this isn't actually a Substance Painter specific question, if there's other software that better for this that's fine. Would be curious to know how this could be done in Mari as well since that's w
Hello! When baking normals, and with the low poly mesh phong set to 180, I am getting hard creases in flat surface where the edges are. If I set up phong breaks, or a set angle of like 40degrees, then this error is fixed but I then have "sharp" edge seams and on 90 degree corners. I am curently working out of C4D but, I have tried re exporting out of Blender and get the same results. The mesh has no errors that I can find. I have never had isses like this in the past. Please help this error is holding up a time sentive project. Thanks!!
Hi everyone, I am working on a stylized salmon filet and I have an issue with the directional warp. To create this effect, I am using a gradient linear 1 which is tiled. Then, I add a direction warp with an Gradient linear 2 rotated of 90°. The issue seems to come from the fact that substance painter should calculate pixel only if it is in the UV of the object. So when I make the warp, it takes the pixel of the border and extends it instead of taking the next pixel outside the UV. If you have any idea of how to fix it, I would be greatful to read it.
Hi everyoneI created a seamless pattern set in Substance Designer, and when I import the sbsar files into Substance Painter, the edge of each tile is lined like this.I didn't have this problem before and recently I encountered this problem when I updated the graphic card driver.How can I solve this?
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