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When i unwrap a square plane in blender and use the full UV space, the Uv border generator won't works, if i slightly move UV inward, the generator works as usual.Is there any better way to fix ?
Hello, My UVmap only needs 1 output (I mean, I only need the 1001 map, UDIMs are not necessary).After texturing with Painter, instead of one map for each channel (alpha, normals etc.), I end with one map both for each channel and each material.I'm kinda confused by the export parameters. Is there anyway to keep the materials "condensed" (aka to keep the 1001 maps as base format), in other words to have one global map for alpha, one global map for normals etc. instread of one for each material?
Liebe Community,ich bin ein Anfänger in 3D Druck und möchte am Bildschirm 3D Formen erstellen oder in 3D gescannte Objekte bearbeiten und dann passend für meinen SOVOL 3D Drucker ausgeben. Welches der Substance Programme von Adobe ist dabei für mich die richtige Wahl?Viele GrüßeSusanne
Hello community. I have UV unwrapped my model in 3D Blender seems umwrapped correctly, and import my model into Painter, When I add the texture there is a spot which seems stretched incorrectly. How can I fix this? Thank you.
I am using a CAD program called Fusion 360 to create 3D objects like furniture and tools. You can add texture and colors to Fusion made models and they look ok. But, I want to upgrade to more powerful texturing progam like the Adobe Substance 3D programs like 3D Sampler, Designer, Painter. I talked today 17 March to an Adobe tech rep on the phone and he confirmed you an import .obj or .fbxinto Adobe 3D Painter. He also sent me some tutorial videos. None of the videos mention importing Fusion 360 files. The videos only talk aboiut importing mesh files like .obj from Blender, 3DMax or Maya, neither of which I have. I searched for youtube videos on importing Fusion 360 .obj or .fbx files into Adobe Supstance programs and there were only 2 videos. The videos said that there were lots of special problems with Substance Painter etc handling Fusion 360 files even with .obj or .fbx suffixes. Take at look at the convoluted mess involved in this video: https://www.y
Hi everyone, i have a question which has been bothering me basically since i bought SP nearly a couple of months ago.As mentioned in the title, is it possible to use a hand painted layer i created to project the same image somewhere else in my model? I tried duplicating the layer and adding a transform filter to it but i got a very meh result and it's a pretty tedious workflow too. It would be awesome if i could transform the duplicated layer with a gizmo, like when you move a texture after selecting triplanar projection basically.I don't know why but i can feel i'm doing it all wrong and there's a far better and easier way to obtain the same result, and even better.I hope my question is clear enough for whoever good soul will help me. Just let me know if you need more details. Thanks 🙂
Hi everyone!When I open my file in substance painter, all the texture i have put in the model are gone . It only shows blue colour. I don't know what happened. Please help me with that. I really work hard . Attaching the ss.
Adobe, please prioritize improving the UI for folders. In a complex project with a lot of folders, subfolders and sub-sub folders they are almost unuseable in their current state. No indentation, UI jumps around when you open or close one so while searching you quickly lose track of which one you opened, no easy way to see which layers are children of others etc. etc. The only organizational tool right now is colors, which helps but is still completely insufficient. Not everyone even names folders and layers properly, so picking up another artist's work in particular can be a nightmare made almost impossible by the lack of a decent UI design for this CORE part of the Substance workflow. Even Photoshop has better UI design that this.
I want to use the clone tool to delete seams. I set it up to do that for the diffuse and the normal map. For the diffuse it works, but for some reason the normal map is keeping the seam. I attached a video. I am probably missing something pretty easy here. Any ideas?
Hello, New to Adobe Substance Painter. I do enjoy the ease of brushing textures onto a 3D model. I am hoping someone may help me out - I couldn't find anything on this. I did try to open the file with UV tiles. The game I use, uses three different templates (Head, upper body, and lower body.) I imported the an Avatar into ASP which loaded the UV maps. When I use the paint brush in the 3D view and am painting on the Upper Body layer - it cuts off when I try to paint down to the lower body (example attached) Is there a way so I can continue to paint to the next material without it being cut off? or having to go to the other map to paint? Like a seamless transition?
Not sure if this is a bug or a setting that I have wrong, but whenever I create a 3d linear gradient generator on a fill layer with a black mask, the gradients are not smooth. It has these ugly lines that show up on my exports: Its almost like the gradient is pixelated when I play with the contrast and the balance of the generator: I tried to turn off hardware support acceleration shown in the documentation, but there was no change.Painter version: 8.3.0Windows 11cpu - 11th gen intel core i5-11400 @ 2.60ghzgpu - AMD Radeon RX 6600 XTThank you for any help with this issue.
I try to draw Maps for a Char. The Problem is i use Cinema 4d r2023 and Redshift. I dont own ZBrush and the Displacement maps and Normal Maps from C4d are bad if i import them into Painter. How do i create a good Normal map for a Human Char ? I am not Familiar with baking Normal maps with actual Redshift for Cinema 4d. Can i draw a Displacement map in Painter manually and export it then ? As far as ihave seen i need to create a Curvature Map from the Mesh, but from the Normal Map it has more Detail. I dont want to draw Photorealistic Skin but it should be good enough. But i am not able to Draw a Skin Normal Map with enough Detail in Cinema. I cannot efford ZBrush. What should i do ?
Hello I'm new to Substance Painter (and newbie to 3D modeling) ! I made a 3D model,low to high poly, (I used bevel and subdivde modifier in Blender) I exported them to fbx and bake, but I'm having a little glitch and I have no idea whyI have strange black lines at a certain angle of my object and I don't know how to make rid of it.here's my bake option :I unchecked the box "average normals" because I had a weird bug, and I also don't know why, and it was cleaner without it, here's the result :I checked my 3d models, they have the same location and normals aren't flipped.I'm kinda stuck and I don't know what to do, here's the blend file :https://we.tl/t-64qNeCRWuh
Exporting textures has always seemed a little odd to me with the way various areas of info are given priority, but today I tried exporting textures and seem to have no control over the output size. No matter the project size ( In General Properties set to 1024), or in the General Export Parameters ( set to 512 ), the list of exports shows, and exports at 2048. (All marked with a pink star in the attached image ). How do I export at any size other than 2048? Am I having a senior moment? And as an aside, one area of confusion has been order of priority .. for example the areas noted with the green circle .. with regards File Type - why is General Export Parameters given priority over the Output Template?
Hello, This is the first time I'm facing this problem :colors are gone when I export from Sampler to Painter. Usually, it works, but I've tried three versions, for building the embroidery, nothing works. I've exported the file as bitmap and reloaded it in Painter... it remains the same. Of course I've checked the maps, disabled and re-enabled... nothing.After several attemps with no avail, I have no idea where it comes from.
Curvature map bakes wrong on every model. Normals, height etc. bakes properly. Problem exist in every release of SP.
really like this program however, it seems like there should be an easier way for me to paint away in SP and then quickly bake what i painted onto a low ploy game asset. same model except the in game has uv's on one texture map instead of multple UDIM's. my curent workflow is to is to export SP mesh and textures to 3ds max, re-set up the materials.. light scene.. texture bake to low poly game asset. i want a way to do this in substance to be more efficient and take advantage of rendering power within SP. thanks.
Substance Painter で Pantone または CSI をインポートして使用するにはどうすればよいですか?
We are looking for a way to remote substance painter, However, in case that substance painter might not be opened with "--enable-remote-scripting".Could it be any programable API or any other way to connect to substance with a port?
Hi Im importing decals from Quixel Bridge - so the usual material files - normal, diffuse, height, roughness and combining these into a fill layer in Substance Painter. They also use an opacity map, so I created a black mask with it's own fill layer and place the opacity in there. All good, but when I want to move the decal, the material size/pos is not sync-ed to the mask fill layer's size/pos, so I have to manually transfer over values between the two. Is there a way to sync them, so I can just move my decal easily? Thanks!
Why does this weird blotch appear when I bake my mesh maps? It does not appear in Blender or when I import then model into Substance. It only shows up when I bake my mesh maps.
Hello Everyone. I'd like to use the "Artistic Heavy Sponge" brush in Photoshop. This is a default brush in SP but I wanna export it to Photoshop but I don't really know how I am supposed to do this. Maybe this brush is already available in Photoshop and I just couldn't find it? Thank you in advance.
Hi there, I recently started creating custom and advanced brushes for Painter. Currently in the documentation are only a few options listed like stamp-start, cycle, random seed and time. Is it possible to get more?For example the position of the brush on the UV?Would be very nice to be able to sample textures on position of the brush, which then will define the color of the brush.Thanks for your help in advance
I've created a shared library on our network (for multiple users to access) I have a bunch of base materials that show up in several categories (material/textures/alphas/filters). When I right click asset I can see they have multiple tags under "usages". Am I able to edit this so they only shows up only in the correct asset tab? I'm not sure where the usage data/metadata comes from. Thanks
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