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Current Substance Painter Version:The two regions I am sampling colors from. They are not the same color, confirmed with photoshop color picker. At the time of color picking, this reference image is being displayed on PureRef on my one and only monitor.In Painter, these are the color picking results. Face color(left), suit color(right). Although they are both #FFFFFF, the display color space on the bottom indicates Painter recognizes they are different colors. How should I adjust my color management settings so painter can pick up those colors?
I noticed that there is something wrong with the baked normal maps when exporting to Sketchfab. So I baked a simple box with soft edges with a hi poly box with sharp corners.In Substance View the result looks as expected but not after exporting to Sketchfab.Here some screenshots:
HelloI have issues with generating a normal mapI have a really simple LP model and a simple HP modelwhen baking,there are weird "artifacts" like this happening : I checked face orientations , materials, and they all were fine
I'm trying to export out UDIMS via code, but I'm getting this error message: [Plugin - export-textures] Exception ExportError: The map export is not available when using the UV Tile workflow (qrc:/js/mapexport.js line 24) is there any other method I can use to export UDIMS? as by using these 2 seems impossible:alg.mapexport.savealg.mapexport.exportDocumentMaps thanks in advance!
Hi 🙂 I'm currently trying to bake/texture a prop but a couple of parts on it are showing as translucent. online it says to flip the face normals and when I do that it does no longer shows as translucent, but it then can no longer be painted on. Let me know if anyone has a fix 🙂
Why was this basic functionality changed in the Substance 3D Painter? Previously you could continuously adjust the offset, which was great. Now it only goes from -1 to 1 which is not great. If I'm working on a UDIM tile 1028 and drop a fill layer down with a shape in it and I want to move that specifically in the UV window, it's locked in place to UDIM 1001. I can drag it manually in the window, but that's even worse because it doesn't seem to coincide anywhere in the Properties for the fill. If I manually move it, to align to something on my UV tile out on 1026 and decide to make minute tweaks using the Offset slider int he properties, it just resets back to 1001 because the sliders max out at 1 and 1. This is madness.Every other 3D software uses a UV offset as a limitless float, so why in the world would you change it from that when you had it set up like that in the first place?
Hello. I just purchased Substance Painter 2022, and started learning it today.While I was working on a new file, I noticed that certain things weren't working the way people were saying it should, and then I noticed that the "World Space Normals," "Position Gradient," "Thickness," "Curvature," and "Ambient Occulusion" are all missing from the "Generator" feature, every time I create a new project.*(Screenshot provided)*If anyone can help me resolve this issue, it would be greatly appreciated. Thank you.
I exported my mesh model from Zbrush as a high-poly .fbx file. Now I imported the .fbx file into my substance painter and can't paint any textures on it. How do I fix that? Also, I already UV mapped in Maya and then Zbrush. Does that affect my texturing process as a Substance painter? I will provide the .ssp file. Thank you.
HiI'm following the begginer tutorial (amzaing tool, thanks for it), everything has been working smooth untill I get to the brush part.I'm usignt the FBX you guys provided. I'm trying to paint the details in the oil lamp, create the paint layer and I have been trying to make it work. I haven't been able to make it to do as the video.I restar the computer.Any help. I will appriciated. Here is the project.
Heya, as I've stated in the title, I'm wondering if its possible for me to export the texture files for each material as one texture sheet? I had a friend tell me its not possible and to do it in Photoshop, but surely not. Below are the material ID's and their own seperate textures, if it helps. Everything is unwrapped, and one one UVW sheet too.
I have exported a mesh from Maya to use in Substance. The mesh looks different in Maya than when it is displayed in Substance. I had deleted history and frozen transformations. I used fbx but also tried obj. Did the same thing. I then reset transformations and still have the same problem. Please see attached photo. I have imported many meshes in the past and never had this problem. Thanks in advance for any suggestions or tips.
Just downloaded the new Adobe Substance Painter after buying the Substance 3D Texturing subscription, and it doesn't recognize that fact, asking me either to start a free trial or buy now. When I click "Buy Now" it sends me to the purchase page, which then states that I indeed already have purchased the subscription. Wtf is going on? I can't even use these apps I'm paying for it's ridiculous.
Hello Everyone. I have been learning and experimenting with Blender and Substance Painter for a few months now and I have run into a problem that I just cannot understand. I've been modeling objects and using images as planes to create leaves, petals, and insect wings ect. I am now trying to make some feathers using a similar technique and I put them all on one image so that they will be using the same texutre. Right now it is super simple, just a plane. The process has worked flawlessly for my petals and leaves and I am not doing anything different. I export my OBJ with the one unwrapped plane, bring it into SP, bake my 4k texture maps, SAVE, bring in my image I sketched out in Krita, and begin the processs of creating the height, metallic, roughness,opacity, ect.(saving frequently between brush strokes) For some unknown reason, before I even finish the second layer of my feathers (the height map) the file becomes unresponsive and continuously crashes. It won't even load if I try to o
While baking AO from highpoly to lowpoly such things appear. Could it be:very large scene - some mesh parts are translated 100m from the center32 secondary rayssome meshes don't have "reset xform" (they have been translated)?I would very appreciate your help guys
I have been diagnosing this problem for so many months now. At this point, I can safely say that I've ruled out all other software. Here's the issue:After a bit of painting, SP lags (obviously). After any really rough lag, there is a chance that my CTRL-key will suddenly lock and I lose all control over my computer. To the point where I need to shut down/restart in order to gain back the use of my keyboard. This is the only program where this problem occurs. I have waded through nine-million useless MS-posts telling me to look at keyboard drivers and other ancillary nonsense that I tried many months ago. Has anyone else encountered this? I keep my video drivers up to date, but this problem continues to rear its head on the reg. I've rebooted four times today thanks to this. Thanks in advance.
When I start a new project with an FBX file from blender 2.83 and I then bake the mesh maps the ambient occlusion map texture has a strange pattern as shown in the picture below. The pattern bleeds through tany materils that I apply and smart matterials follow the strange pattern. Anyone have any ideas as to what is causing the strange pattern?
Hi I need help with substance painter baking. For example: I model a low poly cube in Maya with supporting edge loops to make a defined edge. I then take this to zBrush and use sculpting brushes like Trim Dynamic and hPolish to create a nice edge / worn out corner. When baking the high poly to low poly in Painter, the corners of the low poly cube stay at a cube and does not dispalce or deform to the zbrush model. I'll attach pics here to help/
I work with Substance Painter 2019.3.3. When I bake normal maps for modular assets I often run into this problem, where the normal map gradually darkens one side of the mesh like as if a light source is placed in the opposite direction. This becomes very strange when multiple modular assets are placed side by side. I have tried my luck resetting and unifying face normals on the mesh but that does not help. Any help to resolve this issue is much appreciated. I have attached a screenshot describing the issue.
Hi. Is it possible to fix this seam in substance without remaking the uv map? https://youtu.be/WjC2AnM8OnM
Hey i have a file that ive been using for months and i never had an issue with the camera. One day as im using it, i notice i cant zoom out father than a certain point. Its like the walls of the scene got cut off super close to the object. Its not a focal length issue btw.
Hi - I am baking a hi-poly model to lo-poly and I am getting these square edged lines on the UV seams as well as a diffence in the normal colors where the uvs meet. I have tried various settings as well as playing around with the smoothing options on the models before exporting from Blender but no luck - any idea of a fix here? I suspect it may be because I have had to scale some of the UV's to focus on some important elements of the model to make best use of the texture spcae - I cant get around that and it is where the two scales meet but this does not seem to be a problem on any of the other texture sets layers when baking. Any ideas of a fix/workaround to this? Thanks
I try launch the aplication and it dont launch.
I have made my texturing in substance painter by using metal roughness workflow. Then I exported my textures with "Vray" config. So I got "diffuse", "glosiness", and "reflection" maps. My object has some metallic parts and because of that my "diffuse" map becomed black on those parts that were metallic. At first I was very confused why this is happened, because previously I used "metal roughness" config and it was exporting not "Diffuse" but "Base Color" map and on the "Base color" map the metallic parts of the object dont become black. But then I googled it and its turned out that this is not a bug but an expected behaviour (probably to confuse as much people as posssible). But anyways my question is what am I suppose to do now with this Diffuse map that has the black color in the places which supposed to be metallic and not the black! How do I setup this in the 3dsmax in vray correctly now? So i have this wrong "diffuse" map and also i have "glosiness" and "reflection" map. How do i
With the new 7.2 update AMD is no longer supported in Substance Painter.An old bug came back that made the software useless.Old fixes/solutions no longer works.Whenever you try to paint or adjust anything in Painter it just instantly crashes.Great work guys!
The material I have put on my UV's fades away at certain areas. Not sure why this is happening.
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