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New 3D model now available on ArtStation!This Lemon was created as a medium-poly asset, focused on realism, performance, and professional use — ideal for cinematics, advertising, product shots, broadcast graphics, and VFX.Real references were used to capture accurate proportions, micro-pores, natural surface variations, and physically–based material behavior.The model features clean topology, optimized UVs, and textures developed in Substance Painter.Includes 3 variations (15,984 tris):🍋🟩🍋 Clean🍋🟩🍋 Natural Imperfections🍋🟩🍋 Cut Version (Half / Slice)Textures fully created in Adobe Substance 3D Painter, focusing on organic variations, moisture, and realistic citrus pulp.
Hello, I am new to Substance Painter and I am trying to texture a sword. I noticed before exporting that the texture was incorrectly coloured, I thought nothing of it - possibly that it was a lighting issue. After exporting I realized that it was still the wrong colours. I searched online for hours to attempt to find fixes but nothing has helpful so far.
Eeverytime 3D Sunstance is loaded in, I receive the messsage below. I am unsure on what direction to take with this issue as it does not state anything visual in the report desription.This message shows up on every startup and does not allow the program to go any further, it loads and just before you can click on, or access anything inside the program, I am greeted by this message.Guidance and help is neededd as i just paid $200 for a progaram i can't even use.
i mainly do stylized art and upgraded to the new subscription and lo and behold, the new baked lighting filter is so butchered? not in quality but the features. It now doesnt take the underlaying materials into account anymore and previously we had the choice of sun+sky+2 additional lights. If anything, more lights and adding specular occlusion would ve been good enough so im not sure who at adobe decided to remove those things. Please dont let people do creative decisions who barely are creative themselves. Senseless change. Stop removing things from stuff, urghhh
Hopefully simple problem?Trying to custom export.Red channel - ID map (from game)Blue channel - Ambient OcclusionGreen channel - BlackAlpha channel - Black I have tried multiple texture settings using the user channels.The RGB export correctly as intended, however...No matter what I try, the alpha channel still exports as white channel or no alpha at all.I have tried setting the alpha: as User01, gray and A channelWhat is the solution? besides having to rebuild and fix in a 3rd party program?
i wanted to know if its possible in anyway to anchor or parent a spline path in order to use the same path to genorate 2 seporate masks that are both afected by the same base spline. i would like to prefece not the mask genorated by the origional spline but the actual spline data to then spawn stuff on
Hello. Maybe someone can help. How to run the script using a hotkey, let's say ctrl+H or H.I'm completely zero in programming, but I managed (via GPT) to get a python script:import substance_painter as sp#Get the active layer stack and selected layersstack = sp.textureset.get_active_stack()layers = sp.layerstack.get_selected_nodes(stack) # list of selected Layer objectsif layers:layer = layers[0]# Toggle visibility: get current state and set the oppositecurrent_vis = layer.is_visible()layer.set_visible(not current_vis) The script is triggered, but how to assign a hotkey on it? Thanks!
Hi - so I bought Substance painter 2 in 2016, I want to use it but the product seems migrated to be owned by Adobe these days.This webpage here :https://substance3d.adobe.com/faq-end-of-life-accounts/... it mentions contacting adobe support for help - but it doesnt say who precisely to contact, so I ended up here in this forum.Any help with this would be much appreciated, thanks!
Can't paint on one of my materials. My material has two objects, a table and a chair. However i can paint on the chair but not on the table. Why?! I'm desperate and noob
Hey, Since i updated to the newest version (11.1.1) this has been happeningWhen just opening the project, the textures wont load, making the object totally white. The textures will only load up at their full res when disabling a layer, but once i move the camera they will go back to being blurry. This didn't happen before the update.
My texture looks flat as if there's no normal map, but looks great in Substance ..side by side view in attached. Any suggestions?
Bonjour, j'ai accès aux logiciels substance painter mais pas à la library, je ne peux rien télécharger. Je pensais qu'on avait accès à la librairie si on avait les logiciels ?
Hi everyone, We're excited to announce a new Adobe Community experience is coming this January. A little bit about the update:The new experience will be simpler to navigate, make it easier to connect with other creatives and Adobe experts, and will give you clearer ways to share feature ideas, enhancement requests, and bug reports—with greater visibility into their status with our product teams. In the meantime: Adobe Community will remain active. Keep using it as usual—there will be no interruption in access. In fact, you’ll notice even more Adobe Experts on deck to provide faster responses before, during, and after the update. No existing content will be lost in the update. Every single post, reply, solution, feature request, and bug report you’ve made will be transferred to the new experience. You won't need to recreate anything. Existing content will reappear in two phases. When we launch the new community, all posts created on or before November 16 will be there from day one. Aft
I am a newbie to Substance Painter so tips and critiques of any kind are welcome. I am making a space ship interior kit for game development. I have many different meshes in one project so I can see the all the parts put together and to make the parts seamlessly connect. Side Question: Several of the parts (floors, ceilings, walls) are the same object in different spots. Is this okay to do? Will I encounter any problems having it like this?I even have multiple variations of the same type of object that overlap. Specifically the corner inserts (one is angled one is "beveled" or flat).As you can see they overlap which is causing problems with baking the mesh maps.It doesn't matter what settings I have, there is always a problem with the mesh maps (this is the result of having only this one object checked and having self occlusion set to "always" or only "same mesh name" does not change anything).Is there a way to bake each mesh's mesh maps separately while they are all in the same projec
Ever since the update yesterday every time I save any Substance Painter project be it new or old it the program crashes. Luckly it does save before it crashes but its annying to keep working if I want to save while working. Im on a MacBook Pro M3 Max 128GB memory. Thanks in advance.
Hello. I am currently working with my first project texturing a Sketchup model in Substance painter. The models will become a MSFS2020/-2024 helipad.I have a very basic understanding of UV-mapping, but I am not very motivated to adjust large and small details manually by making seams and such. I therefore use the automatic UV-unwrapping function available before importing into SP. The building consists of large walls and windows, while also containing smaller details such as keylocks, CCTV cameras, and signs. While the walls, roof and windows are looking ok, the smaller details turn into a blur. I suspect the UV-mapping is making these details too small to really do something about. The question I need to ask is then how you would prepare a building with large and small details for texturing in Substance painter. I appreciate all insight into this issue.
Question.What would be the best course of action to have SP match a game's lighting, emission, enviroment setttings to a game's settings?I am wanting to match SP painting mode rendering screen to the game's enviroment lighting, emissions, etc.Game: World of TanksEngines: Bigworld / HavokSubstance painter does not have render setup for either or anything close that matches.Reason.I have to constantly repaint, adjust metal / rough, ambient occlusion, etc each time I paint a new model, export textures, configure .PNG RGB(sometimes alpha) to be converted to DXT1 or DXT5 DDS file formats.I have to do this every time I want to test all the effects on each model just to see if they look correct in game.2 Pictures included.1 from Substance painter1 from in game garage. shows the best differences.So any help on this would be greatly appreciated..
Environment artist Sherif Dawoud has just created a new Signature Collection for Substance 3D Assets, Welcome to Mireland, focused on the richly atmospheric world of wetlands and marshes. We’ve also just published an interview with Sherif, where he breaks down the creative and technical processes behind this collection, exploring the construction of several key materials, including a highly flexible birch bark system, a mossy swamp-ground surface built from tile-based organic patterns, and terrain materials enriched with customisable grass, leaves, and twig placement. Sherif also shares insights into using displacement-driven workflows in Unreal Engine with Nanite, and how decals, with carefully applied normal exaggeration, can add realistic variation without heavy geometry. Read the interview with Sherif right now!
Hello! I've been trying to get these vertical lines on the jersey, but they're always stretching out or bleeding to the sides. I want the lines to follow the 3D model nicely (not 2D UV), so they curve along the rig cage, torso area, etc. (like an example of the original texture from the game below).Goal/Example: Problem: I've tried using tri-planar and planar projection, and they don't seem to work well with my model.A couple of things I'm trying to figure out are:- Which method should I use to get the best result? Should I use planar, tri-planar, or something else?- I'm not quite sure if the problem is with the UV map, but I believe it's already working fine.- Do you guys have any suggestions or ideas on how I can make this work? I've been trying to find a solution and tutorials online, but none of them were very helpful.Thanks in advance!
The size of my source file is 409MB. When opening this file, the available video card memory reached 15GB (NVIDIA GeForce RTX 5060 Ti 16GB).My job requires me to use a resolution of 4096. Even if I set the resolution to 2048, the video card memory will soon be exhausted.At the same time, I also need to open the requirements file for the UE engine...
This issue keeps happening in Substance Painter and it is genuinely destroying my workflow. The “Save failed” error pops up out of nowhere, and it’s not rare it happens occasionally but always at the worst possible moment, causing hours of work to be completely trashed. I don’t understand how a professional software can fail at something as basic as saving a file. Instead of helping me create, it actively makes my work worse and pushes me back. It’s incredibly frustrating to use a tool that risks losing everything I’ve done, and I honestly expect a lot more stability from software at this level.
I was used substance painter to paint my texture at school last week ,and today I open it show this message. is there anywhere to fix it?
Im using user channels inside of my project and wondered if there is an efficient way to reference the data in there inside of other channels . ex User1 to albedoI have a method setup where i use a custom substance designer graph as a filter to send over that data but it forces me to use a passthrough blending mode on the layer where i want to reference the data inside of that user channel.Which isnt as efficient as id like it to be. Another way would be anchorpoints which is also sounds like a slow way to do it because im trying doing this referencing for each materialgroup i have
While previewing a model in the Substance Painter viewport, the fans on my GPU suddenly ramp up to around 4000 RPM. The GPU load becomes very high, but this issue never happened before.This problem started after I lubricated the fans on my graphics card.
Hey everyone! I've been making materials in Substance Designer and exporting them to Unreal without any issues. I also exported my material to Substance Sampler, and the results were good!However, when I decided to put my materials together in a trimsheet using Substance Painter, the program wouldn't read my height map correctly. It would turn black and only show a few small spots of the height map. So I decided to fix it by manually importing the height map and adjusting the levels. Which worked in the viewport. but had the same results when exporting. The height map would be just mid grey with barely any details.More Details:I am exporting channel packed AO,Roughness and height together. and yes i had no trouble with any other map except for height texture.And my export settings are correct i assume because i tried everything. is this a bug or am i skipping a hidden step?
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