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I created a jacket in CLO3d and exported as OBJ for use in Substance Painter. After baking my pockets become very dark (and collar is lighter). I feel it is due to the ambient occlusion reading the position of the OBJ when imported - the position of the OBJ is not straight. The dark pockets are also visible when adding a material to the jacket and it looks like the pockets are made out of a different material. How can I make sure the the ambient occlusion is more even (so thepockets doesn't become so dark)? I have checked UV normals are facing the right direction. I really appreciate some advice.
After updating to version 12.2.0, I received a notification upon launching the program stating that I needed to update my graphics drivers to the latest version. I did so and then launched the program; however, issues arise as soon as I try to work with masks or layers—the program itself remains active, but the viewport stops responding. I am using an RTX 4070 with the 621.01 Game Ready driver.
This morning I got a notice that there was a new painter update so I downloaded and installed it. It told me on startup that I needed to update my video driver so I did that. Everything was working fine until a few minutes ago. Now, every time I try to bake mesh maps it locks up on me. Even with just a simple cube.Also, to the person who gave me a suggestion to try on making exhaust/oil streaks on a plane, thanks. I’ll give it a try.
Can someone give me some tips and suggestions for creating these exhaust streaks? I’ve tried several different brushes, so far nothing I’ve tried looks decent.
Hello! I am trying to Run Adobe Substance Painter 2025 on my Macbook, through Steam. I have tried everything to make it work yet it continues to crash on the startup. I have submitted a Log.TXT to see if it can be diagnosed. System Specs: (Image removed)
Hi all,Background:I create aviation safety videos and typically purchase helicopter models from Turbosquid, then rework them, mainly redoing textures in Blender with decals. I am still fairly new to Substance Painter, so please bare with me for any stupid questions that might be resolved with common workflows.Goals:Produce highly detailed, accurate aircraft models.Use textures (rivets, panel lines, etc.) to replicate fine details while maintaining accurate placement based on the real aircraft.Begin marketing my models on Turbosquid as more accurate, professional-grade options.Current workflow and challenges:Texture size: I have been using 8K or 4K textures, which generally works well, but rivets lose sharpness in close-up shots.The model I purchase usually have one texture map for external surfaces. However it starts to create issues when trying to focus on details like rivets and screws. To improve resolution, I have been splitting models into multiple UV maps (for example EXT_T
So i posted this a while back before but the Post has been removed for some reason…. i guess because being inactive on the post. but yeah this happens when using the Pen Tool more you use it. adds artifacts to your Height and the only fix for this was to Down Grade to 2025 11.0.3… Any Higher that that Version the Bug still remains there…… shocking its still there in 2026 Video example i made for the old post
Hi everyone,I am unable to launch Adobe Substance 3D Painter 2025 installed via Steam on Windows 11.Every time I try to run the application, I get consecutive Bad Image error popups with Error status 0xc0e90002 referencing multiple Qt6 libraries, such as: Qt6QuickWidgets.dll Qt6QuickTemplates2.dll Qt6WebChannel.dll Troubleshooting steps already attempted:1. Verified integrity of application files via Steam multiple times. 2. Completely deleted all Qt6*.dll files and re-downloaded them via Steam.3. Clean reinstalled Visual C++ Redistributable Runtimes (All-in-One package). 4. Updated GPU drivers to the latest release (NVIDIA). 5. Ran sfc /scannow and DISM repairs for Windows system files.6. Added exclusion rules in Windows Defender for the entire Steam installation folder. 7. Disabled Real-time Protection and moved the installation drive.None of these solutions resolved the issue, and the 0xc0e90002 error persists for Qt6 components. Any guidance on how to fix thi
Since upgrading to 12 and above, I’ve had nothing but graphical bugs and corruption with my textures in the viewport. Previously, in 11 and below, I’d never encountered any of this. Admittedly, I am using an old graphics card still - the GTX 1080, which is using the latest drivers. I’ve tried uninstalling Substance Painter and reinstalling, but it doesn’t fix the issue. I’ve also tried disabling the Sparse Virtual Texture in the settings.The video recorded and attached demonstrates perfectly the kind of graphical corruption I keep getting. At the moment, I’m using 12.1.5.Graphical Corruption
Error example:[BakingProcess] Can’t create a resource from the baker result: tile (0,0): couldn’t find surface in resource world space normal *name of asset*When starting a new file, baking completes as expected without any error. But upon making shader application or UDIM lay out changes to the asset in Maya and re-importing the mesh, baking fails on all mesh map bakes.Error seems to be stemming from UDIMs changing texture sets/UV coordinates.Tests/Attempted Solutions:1) Not moving any UV’s, and only applying a different shader in Maya (Error) • Seems to not matter if texture set stays enabled or gets disabled in Painter2) Not applying a different shader/texture set, and only moving a UV island to a new UDIM (Error)3) Making a new Painter scene and using the mesh with the changes (Bakes as expected)4) Tested with different assets, all give the error5) Tested with Substance Painter 11.0.3 (Bakes as expected)6) Instead of using “Re-import Mesh”, I tried going to Project Configuration
Hello to all,I have a problem exporting a texture from Substance 3D Painter into Unity URP.I have done all according to the explanations I have found.But from this in Substance 3D Painter:I get this in Unity:I have a few layers on top of each other:The settings I have used for export are like this:In Unity I have created a new material and applied the textures that where exported: Maybe anybody can help me?
I have a problem where I put my texture into roblox studio so it can add it into my mesh but for some reason it gives me errors. Does anyone know how to fix it? plz help
Version: Substance 3D Painter 12.1.2 (build 5641, Windows, Vulkan)OS: Windows 11Steps to reproduceCreate a new project with Color management set to "Adobe ACE - ICC". Save the project. Close Painter with the project still open.ResultPainter crashes during shutdown and the crash report window appears. It happens on every exit. It does not happen when no project is open, or when the project uses Legacy color management. Reproduced with all third-party plugins disabled.Crash detailsAccess violation (0xC0000005) reading freed memory in ACE.dll+0x24715, on the main thread, while the main window is being destroyed:main> Alg::S4GuiApplication_ destructor> Alg::S4MainWindow destructor> Alg::MainWidget destructor> ... (PaintEditorToolBar children)> Alg::ToolBarSourceColorPickerView destructor> Alg::GrayScaleButton destructor> Alg::ColorManagement::ACEColorSpaceTransform destructor> ACE.dll (transform unreference) <- crashThe ACEColorSpaceTransform held by the toolbar
Problem with baking rounded objects (but this apply to many other cases).Example with this Cactus Sculpt. Here is one layer of the upper flower _high, viewed from side and from above: Automatic cage (experimental), works amazingly well for tons of complex objects, but not for some simple ones like the example above. If I bake with Cage type set to: Automatic (experimental), it feels like the Max rear distance is infinite and catches anything behind faces. If I bake the more traditional way with a hand-made cage mesh, or with the basic Distance-based Cage type, it works perfectly fine: So basically, there’s an issue with Automatic (experimental) Cage type. The automatically calculated “Max rear distance” cannot be controlled by the user, and the one that’s calculated automatically seems to go indefinitely, baking everything on the opposite side of my polygons normals direction.Of course there are tons of workarounds. But it just doesn’t feel right. Esepcially given how much of a revolut
I want to export a base color with transparency.When I select RGB in the output template settings and drag and drop Opacity to export, I get an error.I would like to know how to export a texture with a transparent background.Thank you in advance.
Tested this on a dummy file and i'm getting the same issues, images attached below. So I just built a new PC and started working in substance again only to realize some of my bakes are completely broken. AO in particular has these weird artifacts appearing all over the model. The model and UVs are fine and my GPU drivers are updated to latest. At my wits end trying to fix this. PC spec is 7600x3d and 7900xtx with 32 gigs of ram. Windows 11. I'm using Substance Painter 2022 Steam Edition.
If I press the Tab key, it’ll hide the UI like it should, but if I press it again, the program crashes. It happens in every 12. version, pls fix
Since 12.1 (this is 12.1.1) the VRAM usage of Substance Painter is crazy. There's another bug report about performance issues but for me it wasn't clear if it's VRAM related.What happens:While working on a very small scene which only uses like 3GB of VRAM it skyrockets to the max in the matter of minutes while working on it.This is 100% a memory leak and happens as well with version 12.1.1My system is nothing special, Win 11, 64GB, i9-9900K but what makes it a bit more special is the fact I have 2 GPUs, a 3090 and 4090 both with 24GB VRAM.I tried to force using the 3090 using the options inside Windows Display > Graphics options but that doesn't help, it only switches the issue to the 3090. I'm currently at the Nvidia 610.62 Studio Drivers.If I quit Substance Painter while it hugs the 24GB it will roughly empty 12GB and after like a minute it gives me back another 10GB of VRAM.It also doesn't really matter what I do, the screenshot attached is a storyboard where I only hide/unhide m
Is there a way to add an alpha color or an eraser to polygon fill, so we can erase using polygon fill? That will come in handy when we are filling without using in mask. Sometimes less mask has better performance, so for some small things I wouldn't bother to use it.
1. Add options for different resolutions for specific textures.2. Allow for custom sufix/prefix withouth having to create new output template. Our game engine uses additional maps to run sheen/sss ect. We have set up the custom user channels to paint these maps.However, to save memory, we dont need these maps exported out at the same resolution as the base maps.It would be nice to be able to specify a different export resolution per texture the same way you can specify a file type and bit depth. Also having options of 1/2, 1/4 or Double the texture set size as well as specific resolutions might help too.Being able to add a prefix or sufix without having to make a new output template or changing the material name or manually changing the file name would be helpful when making variations. If we exported our textures but also wanted a clean version without the dirt for example we could just add a simple _clean prefix without having to search through an extensive list of o
Currently, all imported resources are embedded in the project files.In many cases, artists may use the same images/textures across multiple project files. As a result, these resources are unnecessarily stored in each project file, taking up a lot of space and making the project files larger. Using linked resources would prevent this duplication.At the very least, having an option that allows users to choose how they want to store their resources would be very welcome.Each option has its own use case. This is why this should available for users.
1.Open new project2. switch shader to pbr-material-layering or pbr-material-layering-10-mats3. assign all materials to any material that has distinct normal map(e.g. Stylized Wood Bark)4. Normal map is visibly blank/totally flat - buginterestingly enough, while no materials in the basic library work, some materials from substance 3d assets do work, this one for example :https://substance3d.adobe.com/assets/collections/1b1c286f3c9fd90f5aaca37388d9c7371c4d0753/asset/4186eaeaf99dc95f06c4cc2e164ce0fb5d3c3150
The Steam perpetual version of Substance 3D Painter 2026 has significant lag and stuttering every few seconds. I saw patch notes claiming this has been fixed, but it has not been fixed on the Steam version it seems.Specs:OS: Windows 11GPU: NVidia RTX 5090CPU: Intel Core Ultra 9 285KRAM: 64GB DDR5Storage: 2TB+ NvMEThings I’ve Tried:ReinstalledClose Logitech lamp array servicesRestart PCForce Substance to use dedicated GPUAny way that Adobe could look into this issue would be great. It’s negatively impacting my ability to work.
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