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I'm creating extremely low poly mirrored cliffs in ZBrush and texturing in Substance Painter. This is the set of mirrored cliffs in-game with no normal map:You can see the seam where the two sides are mirrored. I have some artifacts but my main concern is how this model looks when I add the normal map:What is causing that grey "shadow" all along the edge of the model? This is what the normal map looks like (front is the top island):I can't figure out why this is happening. I'm using a 2-sided panoramic environment map but I had the same problem without it. I'm really stumped, anyone have any ideas?
Hiya, SO I was working on a relatively small file, a skin prop for L'Homme, Renderosity's flagship figure. I needed to create a foreskin texture and cobbled most of it together in Photoshop and then wanted to add more realism and what not to to it. Well after adding a few layers SP slowed to a crawl and the update bar was taking forever so I deleted a couple of the layers. Not sure what happened but I have a relatively good system. So my question is are there work arounds to making things zippy when needed layers are needed for any paint project. When I loaded up the project I chose the 4096 resolution. I THINK I remember that if I chose a lower resolution I could somehow update the entire thing to higher resolution when exporting and it would be high quality and crisp? Also for a program that touts similarities to Photoshop workflow I don't see some familiar brushes like blur. I see smudge which has come in handy but no bl
I have th Adobe CC license through my work. When I log in to CC, it asks me to choose my business account or my personal one. If I use the business account, Painter won't work (it's on my personal credit card). If I log in to my Personal account, Painter works, but Adobe CC doesn't. Needless to say it's a pain to log in and out to switch between photoshop/illustrator and painter. Is there a way to merge Painter in somehow?
I've been experiencing issues with my bakes and couldn't find any resolution. I've tried out with this head I modeled (not sure if the retopology is worth anything) but after I did the bake I got the results below. I tried with both Painter and Marmoset. Why do I get these artifacts? I also tried with other parts of the character and got a lot of distortion... Can anyone help{
Hi, I work with substance in my work and in my house.The specs at work are: Intel i7 77k, 24gb ram , GTX 1060 6GB, (not sure what version of nvidia driver is installed) and windos 10 pro.The specs at home are: Ryzen 2700x. 32GB ram, RTX 3080 10GB. with lasted nvidia studio drivers and Windows 10 Home I get better performance at work for moving objects, specially if the file has aplyed camera effects. For paint the performace is equal, maybe a little better at home but not too much. What´s going on ?? Should I try with older nvidia drivers ???
Hello everyone, Ive been too lazy to post this problem that exist for years, but I definitely had enough.As you can see, I have complete absolute black parts on my objects on this texture set. If I hide the entire material folder they dissapear, but i cannot PICK specific layer that does this, cuz it doesnt exist, I cannot single out the specific layer, cuz there is no layer that causes this. The thing with this problem is:1. I understand graphic driver and performance issue is possibility, and I have been having this problem until 4months ago on OLD pc, with Radeon R7 250 graphics, and only 8GB of RAM, but I cannot stomach that this issue in even worse form occurs NOW, on my new, Ryzen 7, 32GB, RTX 2060 6GB system2. I have newest version of Substance Painter, and student licence..In previous version I also had saving problem, where saving label appears in lower right part of SP screen, but it doesnt dissapear, but seems to bugs the save, and sometimes I lost 2h of work, cuz I didnt re
Hello, i want to texture my model but this appearSomeone have the solution for this ?
From photogrammetry I have a wooden chair with texture. The wood is glossy so it reflects light at certain angles. Now I was looking into Substance painter baked lighting filter to remove the shinyness, but actually that is doing the opposite... it's a baked lighting generator.Now I'm new to substance painter, what do you suggest I should do to remove or at least make less gloss on the diffuse map?Any help is very appreciated.thnx,René
Hi all 🙂Just want to know what i have to do, to get the same normal appearance in blender like in Painter, where i created the normal map.The mesh is triangulated, i am using OpenGL in painter but everytime i load this normal map in blender it looks like this.But i wish it would look like thisThis pic is from inside Painter. Here i don't have artifacts.The interesting part is, everytime i bake something in blender it looks good here but as soon as i import this blender generated normalinside Painter i get the same issue vice versa. Hope you guys can help me out here.Thank you so mutch in advanceChris
I am one of the lead developers for a mod in the Arma 3 community.Right now I am working on weathering some armor and I have managed to apply a paint job and have certain specs and chips out of the paint look like they have depth using the height slider. On the Material channel I can see that these chips and what not have depth by rotating the light. I needed to know how to combine the Diffuse and Height maps to make the actual 2D texture display the depth or at least when it is put in game to have the texture correctly display the depth when light hits off of it. I've looked up tutorials all over the place but I can't find anything. Hopefully someone knows what I am talking about.
Hi everyone! Does anyone knows how to convert textures on ratio mode? for example some smart materials come with roughness connections with bnw_spot_2, but if I want to use the same parameters in height or specular and connect bnw_spot_2, it now appears with a 2d icon but the others have a 3d icon and the result is diferent.as you see on the image attached.I realy appretiate if anyone can tell me how create my new connection whit a 3d icon and its parametersThank you very much.Alejandro AM.
I'm having a couple of technical issues using UDIMs in Substance Painter: 1) Everything I do runs extremely slow.2) When I update a material it doesn't update in the viewport most of the time. Even if I delete a material it still shows in the viewport. If I delete a material and add a different one it looks like they are layering, even if only one material exists. I'm using black masking and have double checked to make sure the faces aren't assigned to multiple masks. I had 32GB of memory and it was maxing out so I added another 32GB. It doesn't max out now but the issues still persist. Anyone else experienced this? Any ideas? Thanks!
Hi! I'm working on a big object devided into multiple materials each with 4K textures. How would you go about covering the seams created inbetween the materials? I'm interested in solution for this specific problem, but am also interested in alternative workflows for big objects with multiple, seamless textures as well 🙂Thanks in advance!Tim
I just brought the steam version from Substance Painter. I know this licence is perpetual. But there is a way to have the licence.key from steam because adobe say that in September will be the last day to download the licence key, but I dont know for steam users if this is applicable.
Is there a way to make a layer with opacity show the layer beneath it?I can achieve the result I want by exporting the opacity map, then re-importing it and using it as a mask, but there must be a more streamlined way to do it. I've tried all the blending modes, including on just the opacity channel for the layer, but nothing seems to work.Am I missing something?
When I want to get mesh TBN by designer input.Then import sbsar into painter.It's all get from 1001.Mesh Based Input | Substance 3D Painter (adobe.com)But Mesh Map is all right.Can it support udim?Because version?
Hello Any chance to convert substance painter smart material into sbsar file to be used in other engines like unreal? Best regards
Hi there.I seem to be having a very annoying problem.I am making a photogrammetry material tileable, I do this by adding a simple fill layer, this fill layer has a base color and height map and ontop a paint that is set to passthrough for both maps. I then use the clone stamp tool. however, the clone stamp tool causes artifacts in the heightmap. bit depth is 16 and I tried changing it. I also tried changing the imported file type but nothing works.This is what the artifacts look like, it might be subtle but it is quite visible when the light hits it.Is there any way to fix this?
Hello, I got the following Problem:Im importing Garments from Marvelous Designer to Blender to Substance 3D, but whenever i want to texture my garments, theres a bug where i only can texture certain areas.
Hi! I have a question. Im working for an AA studio using the latest version of Substance Painter, now by adobe. I have an Nvdia 3070, and 64 GB Ram with an I9. Everything updated. (I can't send/post anything) My task is to "correct" this file made by the previous guy, BUT here comes the issue :He made 10 versions of the same character INSIDE the same file. We are talking about 10 Folders containing at least others 15 folders with all the materials, generators, maps, masks etc. So as you can imagine it take like 18m to open and 6m to do every single action even in 512 res. IMPOSSIBILE. So, the question is. How can i work on this? 1) Is better to take all the materials and reference them? Or it s worse? 2) Maybe use 1 Folder with 1 set of materials and just change the colors/generators/maps without copying more materials in more folders. 3) Another suggested method? I CAN'T divide the file in 10 other single files (so, 1 fime per
This course shows you how to prepare your 3D model for efficient use in Substance 3D Painter using either Maya, 3Ds Max or Blender.
Looking for a Substance 3D artist that has experience with characters and photorealism there are several small objects that will also need to be done through substance most of the UVs are applied what is primarily needed is substances painter to complete these mostly done models. Experience with 3D Studio Max or Maya is a plus, some modeling experience is a plus, Zbrush ++ Project will likely be on going on and off for the next several months may continue further so looking for a person who has availability sporadically after the initial push. Estimate 15 to 20 hours in the first few weeks or so, can't estimate hours after but approx 10 to 15.
hey what are these black jagged spots?i googled alot some say they are normals facing the wrong way but when i look inside blender it all looks fine all of them the same colori even turned backface culling on and it looks the same....they dont appear on the model itself in the 3d viewport..can anyone tell me how to fix it in 2d viewport?need the textures combined into 1 map because im modding an old game so using the 2dxport option and i need it without errors any setting ive overlooked? thanks for your time
Here it is:Anyone knows why it is so bad?
Hello all, I'm trying to paint something on a round texture via Projection and symmetry but unfortunately the texture gets warped the closer it gets to the symmetry line (both on top and bottom). I've already tried multiple other settings and techniques but nothing seems to produce the result I'm looking for. Here you can see the effect in question: Is it even possible to have it no warped but still use Projection and Symmetry?
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