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I'm working on a school project, and I have a high poly and a low poly version of a car model that I am trying to texture in Substance. When I bake the meshes, however, I lose the curvature. It seems no matter what I do to the settings it doesn't appear. I'm sort of new to this level of Substance so any help would be greatly appreciated.
Hello, I am trying to add the "Burning Coals" material to my mesh. When I drag the material to the layer, it displays black on my mesh (and layer preview) but it shows the original color on the library. How can I fix this? Thank You
When I try exporting to photoshop with substance painter 3D I get this error. [MapExporter] Could not save /Users/admin/__TT_ALL/_________PROJECT/1 DAILY/2 Innovation/22_03_28_Butterfly/WORK_top/EXPORT/v08/butterFly_v09_update_photoshop_export/shader_v04__normal_41328.png map: Couldn't open a device on file:///Users/admin/__TT_ALL/_________PROJECT/1 DAILY/2 Innovation/22_03_28_Butterfly/WORK_top/EXPORT/v08/butterFly_v09_update_photoshop_export/shader_v04__normal_41328.png I have already tried deleting all the photoshop.jsx, made sure that all the folders on W mode, removing the _ from the file paths, and updated the photoshop-export plugin. Is there any other solutions I can try?
I am getting some strange artifacting occurring when I perform the bake and some awful stretching of the UV's. The tile workflow seems to be setup correctly and the Unwrap performed in Blender is all porportioned correctly. I am not sure what is going on. Can someone help?
When I export normal map as 2k/4k, it's not same as 1k texture. It has shadows on some areas. Is someone can help to resolve the problem?
Every material I download I put in an own library and can load it without a problem in substance painter later on, except this one: electric_socket_type_j.sbsar. I downloaded it in April 2022, and have done so again today (both files 190 kb). I deleted the thing several times, closed painter several times, restarted the computer and so on. I also tried it with the standard "Your assets" library.I opened the sbs in substance designer and sent it to substance painter.I "published" the material and put that in these libraries.I tried all this with different, shorter names. Everything to no avail. It's just not under materials. It's also not in the .alg_meta folder (every other material is also there). If I install another material into the same folder, it works perfectly swell. As I use substance only for a short time, I'm far from knowing enough (but cudos to the designers: one can be productive from day 1). The thing may be shown somewhere else than in the mater
Hello Why there is no possibility to set default-baked-ambient-occlusion-map into mask?Ambient-occlusion map is a perfect candidate for mask Thanks
I can not find info on this anywhere I've looked. Only one person asking this somewhere and it went unanswered. Now that I have the adobe versions installed, should I get rid of my older launcher, and is it ok to do so / will there be any issue in doing so? Thanks
I'm subscribing to Adobe's Student Plan.I wanted to add a Substance3D Painter student license.But it doesn't work. I can't link my account.나는 그것을 해결하는 방법을 모른다.나는 당신의 도움을 주셔서 감사합니다.
Hi all, I've importaed by uvwrapped mesh to Substance to get a decent wool texture for a turtleneck sweater. Almost everything is perfect on the UV Project mode, save for one thing: the center of the neck is curving instead of creating perfectly vertical/linear strips of wool. It does it correctly in triplanar mode but then the sides of the neck look strange. Here's my UV map and wireframe from Blender and a photo of UV Projection and Triplanar Projection as well for you. Rotating various parts of the UV and changing seam locations sadly did not help. Any ideas what the issue is?
I am having an issue where I imported a material created in Substance Designer into Substance Painter. When I go to paint with the texture selected, the resolution is very low. When I apply the texture onto the sample project the resolution is high. I was wondering what the issue is and how it can be fixed. Below I have attached the photos to show the discrepancy. Thank you.
I have attached a gyazo showing my issue - if I don't hold my mouse down, the dropdown will disappear. All options are greyed out. https://i.gyazo.com/7782c641a90ea7b7d246273bb093df9e.mp4 This was working yesterday! Windows 11. Latest Substance version.
Hi all, ive been having this issue on and off for the past week or two where substance painter out of nowhere doesnt respond and i keep uninstalling and deleting folders then reinstalling and it keeps happening eventually. Attached is the log file any help will be much apprecitated.
I am absolutely losing my mind. I'm going insane. This issue is even causing me chest pain due to the pressure of me literally needing this program to work to do my schoolwork. No matter what I do to import this Maya object(Yes, I am even using the .obj extension, AND used the .fbx extension to no avail) it just does not want to woooooorrrrk ;^;It keeps popping up the error messages of "Unable to locate material file" and "Skipping one or more lines with the same contents" and I do not know how to fix it, I have tried absolutely everything- and I know it's broken because despite saying something is loading, it never ever does, it's STUCK- Please send help ;^;
Completely blocked at work. Each time I start a new project, Painter crashes after the "New Project" dialog. Have tried importing fbx and obj- neither let me begin a project without crashing. Crash logs have been uploaded
Is it possible to repeat such a result as in "zbrash"? help set up alpha.
I've been working in with new Shelf introduced with 3d painter and I still can't get used to it.I can't work efficiently anymore and I don't know what to do. Are there any tutorials or guides on how to make better use of it?
Hi o/ I try to bake a .OBJ sculpt on a .FBX low poly before start the textures and i tried all i know but impossible to succes the bake. My sculpt is rlly high poly so i separate it in several parts, and do exactly the same on my low poly.Each time i try to bake a part, substance take its time, it's ok but it give me empty map or map with nothing on it. Here : thickness, diffuse (it's ok here i didnt put color for now), curvature and normal maps I checked all files, and all high poly and in correct position on the low poly.I tried to import again both high and low poly files, to reduce resulution, to reduce weight of file by separate again some parts.I had some error some time like "mesh normals are invalid", "unexpected illumination model" or the last one this morning : "no object detected to attach a new mesh instance". Some time Substance tell me that the bake failed but even when it didnt failed, i'd the same problem of empty maps.I tried
Is there a way to add a new Texture Set inside same Project?
Hello, I ran into a strange problem yesterday. I tried to bake a high-poly on a low, and it was fine, until I noticed that there was no normal map around the corners of my mesh, but the normal was ok a bit further. As you can see in the picture below, on my mesh, the ambient occlusion baked well, we see a thin dark line, but the normal map doesn't appear at all, it only does when we go a more in the middle of the face. So, I tried on a simple cube, to see. I didn't touch the UVs, it's a basic cub unwrap, and the high-poly cube is the same size than the low-poly. Here's my high-poly : And that's what I have on my low-poly after baking : As you see, the normal map in the middle is fine, but there's nothing around the corners, only the ambient occlusion. If I check on the normal map : And here are my baking settings I tried to change different parameters, like the ray distance, and all, but it fixed nothing. It might be a totally dumb thing, but I can't see it x) Thanks
Does Substance support vertex painting?Meaning, can you use a brush and pain on the vertex information / polys?
Hello guys! How are you doing? Quick intro:I'm trying to take out MARI from my workflow and replace it with 3D PAINTER (much more intuitive, modern, and with a more friendly workflow. Also cheaper for me cause it's included on my adobe package) but I'm having a hard time with projection tool.Here are some of my problems/points and questions.- I need the projected maps to be exported 32 bit with the RGB maps separately (R= larger displacement, G= small displacement, B= micro displacement). I achieved that by projecting the maps in the DIFFUSE slot instead HEIGHT (height will export grayscale only, correct?) That's not a problem on my workflow, I'm only projecting these maps to be exported and applied back in Zbrush. -Projection tool stencil most of the time just won't show up in my viewport when MATERIAL is being displayed. It shows properly when I change to diffuse but this way I can't see properly the mesh details to project into. There's a way to fix it? I've seen some old
Is there a way to bake the HDRI reflection into a texture. eg in the 2d output template or otherwise.I am thinking about the baked reflections in glass or a metal object. Thanks in advance for any help RegardsC
I'm using a low poly mesh from blender that is correctly UVED ( No overlapping UV's as seen in the picture)I have separated the main mesh into three meshes. I only want ONE of those meshes to be baked by another, high poly mesh. I only want the main skull to be baked as seen in the image. I DONT want the teeth or the " leather" straps, ( the flat strap-like mesh on the back) to be baked. I export those three meshes together to a FBX file and then into Substance painter.I then select my high poly mesh in substance and check " By mesh name" in the baking options. However when baking there are artifacts all over the place. I thought this method was literally designed to circumvent this? I can't understand what I've done wrong. I've paid attention to the case sensitive suffixed _low and _high. Only the spesific mesh I want to bake has the suffix. And only the specific mesh i want to bake has a high poly variant. The two other meshes has no suffix and no high poly varia
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