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Good morning,I've been using Substance Painter for around a month until now. During this time I've come across a strange behaviour ohappening during normal map baking. When I'm baking high poly model onto low poly it causes to cast shadow traces beneath the surface of my mesh. Here are screenshots of my model and area of an issue:Also settings i used for baking:
I'm wondering if anyone might be able to share their insight and shed some light on why the lines are distorted when I rotate. I've provided some screen shots of before and after. Thank you!
I have problems with baking models. When I bake models, baked unknown AO like this pic. I try to export it from the original scene to the new scene and do it from it to Substance Painter, but the result is the same. How do I fix this problem? Would someone tell me to solve it?
I thought it was fixed in one older version of Substance but really, it's 2022 and I don't see a single reason why Substance Painter can't load/save meshes and textures from and to a normal Windows shared folder on my server.Literally every other program, including those of Adobe, can access files on my simple Windows shares. It annoys me so much I've to move meshes from project folders on my little server to local folders just because nobody seems to like fixing this issue which is there since Substance Painter was born.Would be nice to have this fixed once and for all since it just doesn't make any sense.Thanks in advance!Oscar
Buenas tardes, he cancelado el plan de una renovación automatica y solicito que se haga el reembolso porque la empresa no está utilizando el plan, por favor cómo puedo proceder?
I recently purchased the student adobe package. This doesnt provide acess to the substance apps so i applied for the free student licence on the subtance website. I recived an email telling me i would have to re apply on the adoe website here : https://substance3d.adobe.com/education/ After completing the steps and confiming my eligibity i clicked to downlaod the substance 3d apps. Its only providing me the option to start a 30 day trial or buy the app despite just setting up a student licence that should provide me these apps for free.
Hi there,I'm new to Substance Painter and I am having an issue where my UVs are changing between Painter and Blender - it appears Painter is changing them but I can't see where or why. I unwrapped my model in Blender using a UDIM workflow, and then exported that as an fbx. In Painter the mesh appears correctly and is texturing fine. But it appears to have changed the UV map, because when I export those textures (or even the mesh itself) and open them in Blender, they no longer align: Should I be importing / exporting the mesh differently to preserve UV maps? Should I be using .obj instead of fbx and if so how can I change this without losing the work I've done? Or is there a way to export the new maps that I could then update my mesh with? (noting that when I export mesh from Painter it seems to keep the original UV maps and so is still misaligned.) Please help! I've been trying to figure this out for a week now and I am completely lost.
Hi. Why are the long rectangular alphas I uploaded being circular. What is the setting for this? Thanks.
The work needs to change the 8.1 file to 7.4.3,But the way to convert smart materials to lower versions doesn't seem to work at the moment.This has been the case for a long time to exchange data between different versions.But currently it doesn't work....Or is there a better way to convert?
Hi, I don't know how to fix this.When this is without NormalMap, and without HEIGHT, this problem doesn't exist and it looks nicely embedded and you don't see the join.But when I assign the NormalMap and HEIGHT to it, I get this error on its Edges.How do I fix this? Please.Regard
When I import my .obj created in Agisoft Metashape with UDMI layout, everything works fine until I save a version with more than 9 texture files. The .1010 file, as it appears in the texture set list, has no associated tiles or map position, so projects wrongly onto the model. The remaining files project correctly, and the model displays fine in other apps so it's not a model issue. Also,, if I export with 9 or fewer files the problem doesn't occur. But I need more texture files to get the resolution I need. What's going on? And is there any way to allocate it manually to position 1010?
I'm trying to make a mid-to-small size hangar, 30 m lenght, 8 m height, and 60 m width. I tried with modular pieces but textures doesn't match, i tried the hole building in separed walls with similar UVs (the hangar is done with 3ds max), i tried to do the UVs of all the buidling at once, but once i put it some textures in substance painter, the texture looks really poor Quality.So, what would be the best way to paint that kind of hangar in Substance Painter? (the image bellow is just a test to show you the size of the hangar)
I'll have to do more hand painted texturing for an upcoming project and to properly blend colors by hand I am very reliant on the color picker to pick color from the base color channel.I know I have the pick stroke material and the color picker sample tool while the pick stroke material works out of the box and is okay for the way I paint it is still slowish for picking up the color. I can't just paint strokes and in between the strokes quickly pick an underlying color to blend. The color picker sampel tool works definitely a lot quicker but my gripe with it is that I'll have to click on the base color color swatch to get the pop up with the color wheel etc. and leave it open for the "Color Picker sample tool" hotkey to work. If I close the pop up the hotkey does nothing. Which is pretty anoying since I like to work with almost all of the UI hidden via pressing tab.I can press tab when the pop up is open but it'll close the pop up and disable the shortcut.So my question is there any wo
Hi, I'm new to Adobe 3D Substance Painter, and I ran into a problem while exporting maps to PNG files. I started a project by baking textures (normal, curvature, and height) from high poly mesh to low poly mesh. The baking seemed to be ok. However, when I exported the maps, only the normal map was ok, and the other ones were completely blank. Could someone help me fix this issue? I tried to reinstall the program but it didn't help. See screenshots below for the work flow: Here are the properties before exporting: The end result:Here's the log file:Thanks, Teemu R
Hello! I'm new to painter and baking in general. I just fixed two ao maps and imported them back in. The problem is the second one(shaft_ao_fixed.png) not updating on the viewport like the first one(dragon_ao_fixed.png), and instead just shows white as shown: the maps:Thanks in advance!
I'm newer to substance painter, this is not a problem with the substance painter software, but a question to know if anyone knows a workaround to make this work. I recently bought a model to paint on so I can upload it to VRChat. The creator included substance files to work on the model, their UV Map is one-sided so everything you do will be mirrored it has half the body in the UV half the face, 1 hand, 1 foot, and 1 eye, etc... This makes substance mirror everything you do, does anyone know of any way possible that I can paint on the other side of the model WITHOUT mirroring, for example, if I added a design or tattoo, I only want it on one side, not both. I have included with the model if it helps Unity project files, Blender files, substance files and PSD texture files. everything seems to be made mirrored in all files that I've looked at. I have attached a default UV included with it so you can get an idea of what I'm looking at.
The problem occurred when I introduced a high-definition mesh from Zbrush and baked the textures.Stair-like breaks now occur.It often occurs in thin board-like models.It didn't happen on the other parts.How can I get rid of it? substancepainter ver8.1.3windows10
Hello, I was unsure of how to phrase the title, but my main problem is that I can't find an explanation on how to use sbsar files from the Substance 3D assets library to create compositions. I'm trying to use this file https://substance3d.adobe.com/assets/allassets/1f14fd1ea80ff59e89598390364904dddd8d5c00?q=flowered%20flowering%20flowers%20flower&u=flower in order to create a flower composition. But so far I've only been able to use it in Substance painter by adding an opacity mask, but I can't even export that opacity map (it's the only one I can't export, and I'm on pbr metal rough with alpha blending) to use in Maya, and even then I don't really know how to arrange the flowers how I want since it's a texture and not an actual model. Not sure if it's clear, I'll add a screenshot of what I've done so far in SP. Thanks a lot in advance!
I started my trial period but I get an error and cannot run the program. Anyone know why?
Is it possible to get a USDZ exported from Substance Painter? I tried exporting to Stager, and then from Stager to Aero, but stager says it's sending to Aero and yet Aero never launches. So I have to open Aero from the cloud interface and of course any materials or textures applied in Painter are not in the part I open in Aero and I can't find the materiasl in Aero... ALL OF THIS SEEMS LIKE A HORRIBLE EXPIENCE just to export a USDZ, which should be an option from substance painter!?
Weiss jemand, was ws mit dem Referencecode 205 beim Substance 3D Painter auf sich hat?
I'm not really sure why these are here, I changed the topology of my life low poly mesh and baked again with my high poly but still can just see these marks. Would appreciate some advice
Hi. I have exported a mesh from Blender. In Blender, I set the cursor to world origin (0,0,0), then set the mesh origin to that cursor location. I'm looking for a way in Painter to project images to the side of the mesh at precisely the same location (relative to the meshes origin) on different projects with meshes that are roughly the same, but slightly different in size. Is it possible to drag an image onto the mesh, and set the image's projection position to a location relative to the imported mesh's origin (which in this case is 0,0,0)?
I would like to download some odler versions of Substance Painter for Linux (before SP got attained by Adobe). But I can't find any link to the archive of older versions in page https://store.substance3d.com/user/So, is there any url with older versions? Thanks.
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