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When i unwrap a square plane in blender and use the full UV space, the Uv border generator won't works, if i slightly move UV inward, the generator works as usual.Is there any better way to fix ?
Hello, My UVmap only needs 1 output (I mean, I only need the 1001 map, UDIMs are not necessary).After texturing with Painter, instead of one map for each channel (alpha, normals etc.), I end with one map both for each channel and each material.I'm kinda confused by the export parameters. Is there anyway to keep the materials "condensed" (aka to keep the 1001 maps as base format), in other words to have one global map for alpha, one global map for normals etc. instread of one for each material?
Liebe Community,ich bin ein Anfänger in 3D Druck und möchte am Bildschirm 3D Formen erstellen oder in 3D gescannte Objekte bearbeiten und dann passend für meinen SOVOL 3D Drucker ausgeben. Welches der Substance Programme von Adobe ist dabei für mich die richtige Wahl?Viele GrüßeSusanne
Hello community. I have UV unwrapped my model in 3D Blender seems umwrapped correctly, and import my model into Painter, When I add the texture there is a spot which seems stretched incorrectly. How can I fix this? Thank you.
I am using a CAD program called Fusion 360 to create 3D objects like furniture and tools. You can add texture and colors to Fusion made models and they look ok. But, I want to upgrade to more powerful texturing progam like the Adobe Substance 3D programs like 3D Sampler, Designer, Painter. I talked today 17 March to an Adobe tech rep on the phone and he confirmed you an import .obj or .fbxinto Adobe 3D Painter. He also sent me some tutorial videos. None of the videos mention importing Fusion 360 files. The videos only talk aboiut importing mesh files like .obj from Blender, 3DMax or Maya, neither of which I have. I searched for youtube videos on importing Fusion 360 .obj or .fbx files into Adobe Supstance programs and there were only 2 videos. The videos said that there were lots of special problems with Substance Painter etc handling Fusion 360 files even with .obj or .fbx suffixes. Take at look at the convoluted mess involved in this video: https://www.y
Being able to reproject onto a mesh with changed UVs is a super helpful feature, I appreciate it a lot!As it stands reprojection is impossible for meshes that have changed, even just a bit in shape.Would it be possible to at least reproject onto meshes that have unchanged topology, by storing a morph target of the mesh before loading the new one, then (under the hood) morphing the new mesh to the old shape, doing the reprojection and morphing it back to the new shape?(It would still not solve the question of effects and things that have their own position in 3D space, but for painted textures it would be a great help)
Substance Support,In Substance Painter, the file does not get saved. It gives an error. "Resource image invalid". What are all the possible causes and fixes ?
Hi everyone, i have a question which has been bothering me basically since i bought SP nearly a couple of months ago.As mentioned in the title, is it possible to use a hand painted layer i created to project the same image somewhere else in my model? I tried duplicating the layer and adding a transform filter to it but i got a very meh result and it's a pretty tedious workflow too. It would be awesome if i could transform the duplicated layer with a gizmo, like when you move a texture after selecting triplanar projection basically.I don't know why but i can feel i'm doing it all wrong and there's a far better and easier way to obtain the same result, and even better.I hope my question is clear enough for whoever good soul will help me. Just let me know if you need more details. Thanks 🙂
Hi everyone!When I open my file in substance painter, all the texture i have put in the model are gone . It only shows blue colour. I don't know what happened. Please help me with that. I really work hard . Attaching the ss.
Adobe, please prioritize improving the UI for folders. In a complex project with a lot of folders, subfolders and sub-sub folders they are almost unuseable in their current state. No indentation, UI jumps around when you open or close one so while searching you quickly lose track of which one you opened, no easy way to see which layers are children of others etc. etc. The only organizational tool right now is colors, which helps but is still completely insufficient. Not everyone even names folders and layers properly, so picking up another artist's work in particular can be a nightmare made almost impossible by the lack of a decent UI design for this CORE part of the Substance workflow. Even Photoshop has better UI design that this.
Please put "Save As" back in the root file menu. Seriously, why would anyone think it a good idea to hide the CONSTANTLY used "Save As" in a secondary rollout. Do you understand how often a busy artist needs to use this? Following the paradigm of just about every single other piece of software in existence, this needs to be in the root of the file menu, NOT under some "options" submenu.
I want to use the clone tool to delete seams. I set it up to do that for the diffuse and the normal map. For the diffuse it works, but for some reason the normal map is keeping the seam. I attached a video. I am probably missing something pretty easy here. Any ideas?
Before Substance was acquired by Adobe, there was a discount on upgrading applications to the newest version based on how many annual, major builds had superceded theirs. Whilst this was discontinued for Subscription-holders, Adobe still sells Perpetual licenses on Steam. The first proposal, therefore, would offer existing licensees upgrades to the next, major release at the following discount:1 Year After Current Version = 50% off (£62.99)2 Years After Current Version = 33% off (£84.49)However, after 3 Years or more, a new major release would require purchasing at full price. Additionally, since Subsctance 3D Assets are not currently available except through "Substance 3D Collection" plans, the second proposal would offer the following Substance 3D Assets Subscription options on Steam:1 Year = £99.99 (30 assets/month)2 Years = £149.99 (50 assets/month)
Hello, New to Adobe Substance Painter. I do enjoy the ease of brushing textures onto a 3D model. I am hoping someone may help me out - I couldn't find anything on this. I did try to open the file with UV tiles. The game I use, uses three different templates (Head, upper body, and lower body.) I imported the an Avatar into ASP which loaded the UV maps. When I use the paint brush in the 3D view and am painting on the Upper Body layer - it cuts off when I try to paint down to the lower body (example attached) Is there a way so I can continue to paint to the next material without it being cut off? or having to go to the other map to paint? Like a seamless transition?
Not sure if this is a bug or a setting that I have wrong, but whenever I create a 3d linear gradient generator on a fill layer with a black mask, the gradients are not smooth. It has these ugly lines that show up on my exports: Its almost like the gradient is pixelated when I play with the contrast and the balance of the generator: I tried to turn off hardware support acceleration shown in the documentation, but there was no change.Painter version: 8.3.0Windows 11cpu - 11th gen intel core i5-11400 @ 2.60ghzgpu - AMD Radeon RX 6600 XTThank you for any help with this issue.
hi I really love subtance painter but it is really slow when loading material, especially custom material too- I only upgraded my computer for faster baking and texture loading for substancepainter - and loading materials is also so slow(never load everything and loading material to mesh is takes up to 1 minute when I use 4096x4 udim5995wx-threadripperpro256gb ram30tb hard / 2tb ssdNvidia 3090Ti 4 nvlinkbut it is real slow even I updated substance painter ( also can I get help as soon as I possibe since -got a tone of client works, it is normal so cannot change whatever I try,,?tried many times please ,, any help really appreciated.
For some reason using the when using a brush tool to paint on a paint layer, I can only paint on 2/8 materials.I imported my fbx from Blender without any errors. Could it be a problem with my UVs or my UDIM tiles? I am using a PBR Metallic Rough with Alpha blending shader and I also used a PBR Metallic Rough Shaderwith no difference. I had this error in Substance [GenericMaterial] Shader API has been updated. Textures may briefly flash white in the viewport. Updating the shader via the shader settings window or resource updater plugin could resolve the issue.And I updated it with no changes. Does this issue ring a bell with anybody? Thanks
All Substance related documentation (ie https://substance3d.adobe.com/documentation) leads to "504 Gateway timeout". Just me?
I have tried updating the shaders. I have tried uninstalling and reinstalling. This is the Steam version of Substance 3D Painter 2021.System specs:Windows 10 ProIntel(R) Core(TM) i7-3770K CPU @ 3.50GHz 3.50 GHzRadeon RX 5500 XT
I try to draw Maps for a Char. The Problem is i use Cinema 4d r2023 and Redshift. I dont own ZBrush and the Displacement maps and Normal Maps from C4d are bad if i import them into Painter. How do i create a good Normal map for a Human Char ? I am not Familiar with baking Normal maps with actual Redshift for Cinema 4d. Can i draw a Displacement map in Painter manually and export it then ? As far as ihave seen i need to create a Curvature Map from the Mesh, but from the Normal Map it has more Detail. I dont want to draw Photorealistic Skin but it should be good enough. But i am not able to Draw a Skin Normal Map with enough Detail in Cinema. I cannot efford ZBrush. What should i do ?
Hello I'm new to Substance Painter (and newbie to 3D modeling) ! I made a 3D model,low to high poly, (I used bevel and subdivde modifier in Blender) I exported them to fbx and bake, but I'm having a little glitch and I have no idea whyI have strange black lines at a certain angle of my object and I don't know how to make rid of it.here's my bake option :I unchecked the box "average normals" because I had a weird bug, and I also don't know why, and it was cleaner without it, here's the result :I checked my 3d models, they have the same location and normals aren't flipped.I'm kinda stuck and I don't know what to do, here's the blend file :https://we.tl/t-64qNeCRWuh
Exporting textures has always seemed a little odd to me with the way various areas of info are given priority, but today I tried exporting textures and seem to have no control over the output size. No matter the project size ( In General Properties set to 1024), or in the General Export Parameters ( set to 512 ), the list of exports shows, and exports at 2048. (All marked with a pink star in the attached image ). How do I export at any size other than 2048? Am I having a senior moment? And as an aside, one area of confusion has been order of priority .. for example the areas noted with the green circle .. with regards File Type - why is General Export Parameters given priority over the Output Template?
I've been having a weird issue for the past couple of days.When I add / remove /change/ hide layers, I would have those areas getting overwritten with random colors.The first image is before I drop a smart material in a masked folder, the second is the result.below is a picture of the mask in UV spaceThis happens in the viewport and on the exported textures. It happens in my other substance scenes as well.I've tried :-Several preferences settings-changing and increasing local cache directory and budget (now 5gb)-uninstalling and reinstalling substance on an other hard driveI'm out of ideas, thanks in advance for your help
Hello, This is the first time I'm facing this problem :colors are gone when I export from Sampler to Painter. Usually, it works, but I've tried three versions, for building the embroidery, nothing works. I've exported the file as bitmap and reloaded it in Painter... it remains the same. Of course I've checked the maps, disabled and re-enabled... nothing.After several attemps with no avail, I have no idea where it comes from.
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