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Whilst working on a personal project I had bought a pack of normal map decals for hard surface modeling when I noticed they looked weird on my model!At first I figured it was maybe a topology or UV issue on my end but after extensive research, and even noticing UV seams in normal view, found out that wasn't the issue nor an issue to begin with.So I decided to test it on the simplest thing. Blender's Default Cube.And here's what I found.On the image you can see 3 faces in the corner of a cube in ortographic view. The one on the left is the Y axis, one on the right is the X axis, and the one on the bottom the Z axis (This view is from the back of the cube)Normal maps seem to only work/look as intended on the X axis facing surfaces, whilst the other two axis they look weird and have those visible seams, it is especially noticeable in material view with added complexity.Now this doesn't seem to be consistent, as on my personal project files, normal map decals on X axis facing surfaces stil
I am currently exporting my shirt mesh into substance painter form Blender3D. I exported both the high poly and the low poly as a .FBX and made sure to tik 'selected objects'. Before that, I have already made sure that the face orientation for the obejcts were facing the correct way before exporting. I follow the basic fundamentals of importing into Substance by opening a new file as an OPENGL 2048x2048 and what not.However, when I go to bake the High poly details on the low poly, my the high poly details are facing inward. To attempt to fix this, I saw a tutorial where you you click Colorspaces and saw that most of my maps were set to DIRECT3D even though I have already opened the file as a OpenGl.Most of my maps are set to this and I have tried to change it to OpenGl. Howver, once i exit out of it to go to another map thats displaying the same thing and return to it, It reverts back to direct. How can I fix this? Is this whats causing my sculpt to look weird?Heres how my mesh is supp
I have the Steam version of Painter and Designer. Having previously had Allegorthmic versions, I had a bunch of asset points on source.substance3D.com. Those are all gone now, due to the change in January that wiped all points. If I want to download asset now, it seems the only option I have is to subscribe to the full Substance subscription, which gives access to the apps that I already have. How are users with perpeutual licenses (from steam or earlier versions) meant to acquire assets from substance3d.adobe.com/assets these days?
TOPIC: FINDING TEXT IN ONLINE MANUAL What exactly should I type in the search box to search ONLY SUBSTANCE PAINTER and for the TEXT I do not know what they mean https://helpx.adobe.com/substance-3d-painter/interface/assets/advanced-search-queries.htmlthis page makes me feel encredibly stupid. What will I type in to search only the online manual for the app ? not everything else ? I want to search the online manual just like I used to search a PDF book. is it possible ?
Substance Days is coming to Gnomon this month, for a day of industry insights, expert tips, exclusive reveals, and more! Some key highlights of the day: deep-dive demos of Designer, and ZBrush-to-Painter workflows; a session on texturing garments with Painter and Marvelous Designer; a whole bunch of expert guest speakers; an evening reception for attendees and the Substance team to hang out and share experiences. You can find more information right here, on the event page for the day. Please note that you need to register in advance in order to attend. You can REGISTER FOR THE EVENT RIGHT NOW at the button on the event page ^^^. See you there!
This has been asked for for years and years now and it has been aknoledged a billion times.When will we finally see actual non-square texture support ? This is such an important feature to have in game development, I have no idea how this isnt a number 1 priority. This should be a basic functionallity for any serious game development texturing software.The only way of getting half descent results is by changing UV transformation settings inside each and every layer to a power of 2 ratio, which is a ridiculously tedious task on complex models and doenst solve all problems every time.Setting Texture Set Settings to non-square doenst make any meaningfull difference as it is not reflected in the 2D and 3D viewport.Test best results i could come up with was using clinched UVs and non-square bakes, with square Texture Set and export settings, while changing UV transform settings to the power of 2 .How does no one seem to care ?Is there a magic plugin everyone but me knows about ?&n
Hello, I have a question about UV mapping in Substance Painter. As in the attached video, if there are two or more identical star-shaped meshes with front and back sides, what would be the ideal way to map the UVs for the meshes? In the video, the front and back UVs are separated and positioned far apart, while the left and right UVs are overlapped. Will there be any errors or problems when baking in Substance Painter? Is it always better to split the UVs into four without overlapping them? Thank you in advance.
Hello, I’m encountering an issue with my height map. Every time I bake my high poly map, the topology of my low poly is visible. I’ve tried everything, from exporting to adjusting the bake settings, but I don’t understand why. I’m using 3ds Max to export my low poly, and in Substance, I get an error message that appears. Have you ever faced this issue? And do you have a solution? [EngineBitmapLoad] Failed to decode bitmap.resource://project0/Ambient Occlusion Map from Mesh visage?version=8162696b9787758ccc9d4ec2ebce79f84e26856b.image
Hi folks and sorry if this was asked already, but I can't seem to find a real answer anywhere online... 😅 I'm thinking of buy the perpetual license of substance 3d painter on Steam and was wondering how "perpetual" that license is? I've heard many conflicting stories online, can someone clarify please?Once the 2026 version is released and I buy it, I will have the license to use this product until the 2027 version is released, making this perpetual license actually more of an "annual license"?Or will the 2026 version live alongside the 2027 version? Or will my 2026 version be converted into the 2027 version?Or something else entirely 😅 I'd love to know! Thank you in advance 👍
Bonjour, j'ai ajouter un high poly pour simuler mes bevel sur mon low poly, mais il ne sont pas visible après le bake. Je n'ai pas utilisé de cage pour infos, j'ai laissé les valeurs de base. Merci de votre aide
When I bake, only the CPU percentage increases, and it seems like the GPU isn't starting up. How do I change the settings in Windows or the app?In the NVIDIA Control Panel, I've added the Substance Painter app, and in the Substance Painter settings, I have both CPU and GPU checked for IRAY HARDWARE.Thank you in advance.
I activated a student license but I only get the options to buy or trial Substance Painter through the creative cloud. I've tried logged in as both account types - student and business - yet the result is the same.
Hi all,am i right that in Substance painter its noch possible to have Backface culling while using Polygon fill option directly in the 3D view?I mean is this option not deadly usefull and nessecary?With best
I've been searching for this for a while now and it seems there's only a backface culling toggle option for the paint brush in SP, but for all other fill options like polygon, uv_chunk, triangle and object, backface culling is still missing after all these years. Seems like a basic funcionality for a 3D paint app like Substance to me. Could we please have this fixed, this drives me nuts, I keep screwing up my textures and masks. Thanks, R.
I have purchased a Substance Painter 2025 subscription on Steam, but I need to install version 7.4.3. for learning purposes and to export my homework correctly to my teacher.How can I install 7.4.3? Please help.I know that older versions are being removed on Steam, but what should I do if I have already paid for a subscription? Maybe you can give me access to beta version 7.4.3?
Hi, This week I applied for a student license for substance painter. It got approved, and tried to download it. The problem is that I use Ubuntu, and it turns out I have to pay 150 dollars extra as a student, just because I use Linux. Costumer support told me that my plan only allows mac and windows installs, but I can pay for the Steam version to get it for Ubuntu. This means they do have a native Linux build that is perfectly functional, but choose to not make it available because reasons... I guess?? The sad part is that many people choose Linux becuse they can't affford windows or an apple computer, and adobe makes these people pay extra just becuase they can. This is just pure evil. Like can't they just give a steam key for Ubuntu if they have problems putting the linux build on their site or something?? But no, they choose not to.
I have tried disabled GPU Raytracing under Baking Options but still I get these strange lines in the Substance Painter viewports after baking. They seem to be in the Ambient Occlusion map. Also I set "Self Occlusion" to "Only Same Mesh name". How can I fix this?
I try to import model from staer but I get an error when I attempt. I have tryed obj and gltf file.How do I fix this? I sent orginal file from painter to stager, then modified and scaled the model so I can send back to painter but the model wont import.
I have a startup script in Substance 3D Painter that uses psutil, and I get the following error when opening the program: ImportError: DLL load failed while importing _psutil_windows: The specified module could not be found. I am using the embedded Python located at: C:\Program Files\Adobe\Adobe Substance 3D Painter\resources\pythonsdk\python.exe What I tried:Installed psutil using the embedded Python’s pip.Verified that psutil works fine in my system Python 3.11.Attempted to build _psutil_windows.pyd from source, but encountered linker errors (e.g., LNK2001 unresolved externals) because the embedded Python doesn’t provide all the required symbols.Question:Is it possible to use psutil with Substance 3D Painter’s embedded Python in a startup script?If not, what is the recommended way to check if a process exists (PID) or perform similar system-level tasks using the embedded Python?Additional info:Substance 3D Painter version: 2025.xOS: Windo
Hi, I am new to SP and trying to customize some Unreal Engine Metahumans.According to Epic guides the the needed SRMF texture is relatively Specular,Roughness,Metalic and Fuzz.I created an export template in SP in order to export spec and roughness but not quite getting the result.Metalic and fuzz is not important for me since character is non metallic and fuzz is another thing. Attached you can see samples from Unreal's original textures and the ones I got from Sp with the export template. Could you please help me with the export template which seems I am doing something wrong.
Maybe you can see what I’m trying to do here.I have a texture atlas I’m setting up of little textures for things like posters and such; what I’m trying to do is that as I create more posters in Blender and import those meshes in Substance Painter to work on them, I want the textures I eventually create on them to slot into a texture atlas I’m continually updating.Essentially;-Make poster in Blender, UV unwrap, etc-Import the mesh AND the master texture in Substance Painter, do my thing, the mesh is already UV unwrapped within the bounds of where I want its textures to sit on the atlas-Export the texture with atlas updatedWhat happens instead is that when I export a texture in Substance it just makes a whole new file. What I want instead is the image above to continually update as I add. Is this possible? Is this possible to work around if Substance can’t do it?
In Substance Painter, when baking, you can append suffixes like _low and _high to the mesh names to make them match. However, when I set up the rule for Ignore Backface Suffix (in this case, I used _igno), it seems to be applied to the _low and _high naming convention as well, which results in an error. Am I doing something wrong here, or is this a bug?The version I’m using is 11.0.3.
after baking, I apply the Skin Face material and I get these spots, there are such spots on Ambient occlusion and Thickness, help me solve this problem, thank you in advance
Hi, I am an educator at a university and we have access to the entire Adobe suite via educational/student licenses. It looks like I cannot download from the Substance Assets Library. Is this intended? or is there some kind of permission issue
if i buy the Substance 3D Texturing monthly subscription will i get access to Substance 3D Assets (not community assets)? i already bought it on steam ( Substance Indie Monthly Subscription)but i don't have options to link account to here. should i refund there and buy here then so i get access to it? can someone please explain?
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