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I work with a ton of icons on my 3D assets.Currently I have to export said icon as an .svg to my 3D modeling program, give it thickness, etc...to eventually bake said icon on my asset with an ID map.It's weird that there's no snapping/alignment tools (AFAIK) that aligns your brush perfectly.This costs me a lot of time having to go back and forth programs for adjustments. Would love to hear if there's a way of doing this or if this should be a feature request!Surprisingly I can't find topics relating to this...(Yes I know I can always eyeball it and try to use support edges to help align it better 😉 but for really big icons it'd only help so much...)
Hello, I hope someone can help me. I play a game called rust I just bougt substance painter to try and help me make better skins. I was just using the defuse.png file in Gimp and it wasn't that bad... Example if I take the defuse.png of a face mask paint on it copy a texture to it whatever if there is a part of it I don't want to show up be clear or see through I just use the wand and paint over it in alpha and when I load in the skin it looks like that part is missing how do I do that with an obj file in substance painter can someone please link a easy to folow video. thank you for your time.
Hi,I've a problem in working usdz files on iPhone.When I try to activate usdz file on iPhone, it has been shut down suddenly. The usdz file size which I made from substance painter is 82.8MB.Does it need to make the file small?
Hi, perhaps this has been asked before but I don't really know what words to use to find a proper answer, I've been looking for quite a while. As my base 3D program I use Maya 2019 and sometimes I make models which need to be rounded properly such as pipes or anything with cylinders. This is where I get confused sometimes about the proper workflow on getting the object properly to SP: For example if I just smooth mesh preview it (aka 3 mode) and export it as fbx there seems to be some stretching in the UV's specifically at the borders (see also attached stretch_01.jpg) and this becomes a problem when baking sometimes in SP. With some models I can do a work around using the soften edge option in Mesh Display but this does not work on some models and they remain too choppy to propely bake any mapping. The smooth mesh option to preserve edges (instead of cadmull clark) doesn't work when you export a model) Usually I would smooth mesh from preview and would just use that mod
I am thinking of buying SP on steam since it seems like a 1 off purchase.I think previously, before Adobe aqcuired SP, if you bought it on Steam you could keep using it after a new version comes out. You would only miss out on new yearly release.Can I keep using Substance Painter on Steam after 2022? Or will Adobe ask me to renew a licence again?The thing is, I am not a professional, I cant justify the 20 dollar a month subscription to access SP. I wont be using it to make money, just to learn 3D modeling and texturing. Thanks!
Can someone explain to me the difference between General Properties and Bake Mesh Map's output size/texture size?
Hello! I am having issues when loading a FBX file from gravity sketch into Substance painter. Something is going on with the mesh. See images below. Once I export to Substance Stager the mesh is visible. I can still drop in materials but for some reason the exterior face of the mesh is not visible.
I'm new to SP and currently have 7.4. I would like to create a Shelf but I'm having trouble understanding the correct method. I don't want to start creating directories and assigning them to wrong locations. I've looked up some youtube tutorials but they appear to be created for older versions and they don't help. To sum up my request, here is what I am attempting to do.-create a Shelf -how to add directories to that shelf. Thank you.
Hello I'm trying to bake a character in Substance but in the hands and feet area the seams show some strange artifacts:This is the seam line and unwrapped UVs in Blender:Any suggestions on how to fix this? Thanks
...multiple monitors...still an outdated GPU message...The trial was working fine, for two days until it did not anymore. Uninstalled, reinstalled, still same problem. Checked out the registry, looks fine. I need this to work, any suggestions?
So I have that problem where I thought I found an older similar post to it but it didnt really help since all the video files etc. have been deleted. My problem beein that I am trying to add height to my model by just painting on a paint layer with the default brush and only the height channel. Works no problem, can see it in norm+mesh+height as well looking fine but when I start bluring stuff out with the blur tool preset it still looks fine but over time while painting I end up with a weird distortion of everything that I painted which doesnt make sense to me since its essentially black and white painting. It seems like its recalculating the heights and adding a super ugly effect to it. Also I am painting with tile flow but in this case only on one uv portion.So what I mean is all those small dots and lines that u can see, that is what appears automatically after some time, I can go ahead and repaint over it to smooth it out but after a bit of painting on a different spot everyt
I am new to Substance Painter, I suddenly have this problem where every time that I create a paint layer, the default material has a thick black line in it. This is only happening in this specific project but when I switch file it's fine. Have I enabled an option that I don't know about ?
Hey there! I'm currently making a coffee maker in Substance Painter. I have this issue where there's a very visible shading issue at the seam here. It's being caused by the stylized smart material I have applied. Any advice on how to fix this, and what I can do in the future to prevent this from happening again? It seems to have to do with the Base Map or Normal Map...
Hello, I encounter a significant slowness concern in Substance Painter. I put an LP of 31KB then the HP of 31MB, and I did a backing, but since the beginning revolve around the object (quite simple) is very slow, jerks, etc.. Is Substance Painter 3Dest incompatible with AMD cards? RADEON 6900XT? Thank you for your help and advice!
It would be super nice to add something similar to adjustment layers to be able to adjust layers similar to photoshop/premiere etc.
Hello, I'm trying to get my models working from Fusion 360, but so far no luck, I've tried different tutorials but there is something wrong1. First issue is that when I export models from Keyshot I have to select Auto Unwrap > recompute all to get the model to work correctly otherwise I end up having way too small textures 2. and when I manage to do a nice texture on a model and bake the mesh maps the export to Keyshot doesn't seem to work nicely, I end up having way too small textures instead of the new UV map I created in SP.What am I doing wrong ? thanks
Hi everyone, I'm just learning how to use the substance painter. Please tell me how to make something similar to this burnt plastic as in the photo, I'll be very grateful. I also tried to do simililar with Hull Damage material changes, but result is not exactly what i want.
Specifically the character model's hair, eyes & eyelashes are all appearing as lighter. Their scattering in the materials are all set to 0, besides the skin which is higher. I've tried restarting the whole project thinking it was something I must have selected accidentally, but came up with the same issue. I've updated my graphics card settings. Please let me know if there's anther way for me to fix this.
Hello, I just updated from Allegorithmic Substance Painter 2020 to Adobe Substance 3D Painter and noticed a minor UI bug for the material channels in the properties panel (color, metallic, rough normals, etc) where before my selected material channels would highlight as blue so I could instantly see which channels were active now they basically show as light gray or a slightly darker gray. This bug isn't a huge issue but makes it necessary to really look at which channels are active for each individual layer versus just at a glance so it does add quite a few extra seconds over time. I am using version 7.4.2 for my most recent installation.
I know about geomasking. It is not the same as just hiding and unhiding UV tiles. Can we please just get an eyeball like you already have for texture sets on the udims. Photo attached to make it crystal.
Hi.I want to increase height effects with Ambient Occlusion, but I don´t know how to do this. In my research, I found a filter named "Height to AO", but this filter is not listed in filter session. I found a description of this filter in Adobe Help, but without an explanation in how to use it.Anybody could help me, please?Thanks in advance.
I want to learn texturing, because my models look awful every time I start texturing them but I can't tell which software to start with.AFAI designer is for making materials, and painter is to use those materials on my models.So if I'm downloading textures from the substance store, are those the ones made with the designer? If yes, why should I bother to learn the designer? Am I getting this right?
Hey everyone. Please help me, I am so lost. This is my first project in SP where I'm facing with the issue of making a translucent / semi-opaque plastic material. I tried playing with subsurface scattering using pbr metallic roughness shader, as well as pbr with alpha blending opacity channel, but it's giving me a very unrealistic result (it's too clear, and no distortion withing the mesh). I made something similar in blender cycles (render attached), but I'd love to add some dirt, dust, etc. in SP, & give my project a render in l-ray. Is there any way to achieve this effect in substance painter? Well... I know there is because there is because I've seen similar projects on Artstation.PS: another problem is that when rendering in l-ray, the material turns black, I don't know why...
I have an old model I made almsot 10 years ago that had some military vest pockets with a lot of stitching that was part of the model from zbrush. I'm revisiting the project and I baked my maps into my lo res, and now I want to find a way to get those stitches painted in an automated way. I can't use the sitch brush because the work is already done based off my hi res sculpt. Currently the only way I know is to manually paint on top of each stitch which would take forever. So if anyone knows a way to get those painted based on my curvature or normal map, that would be great.
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