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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.
Curvature map bakes wrong on every model. Normals, height etc. bakes properly. Problem exist in every release of SP.
really like this program however, it seems like there should be an easier way for me to paint away in SP and then quickly bake what i painted onto a low ploy game asset. same model except the in game has uv's on one texture map instead of multple UDIM's. my curent workflow is to is to export SP mesh and textures to 3ds max, re-set up the materials.. light scene.. texture bake to low poly game asset. i want a way to do this in substance to be more efficient and take advantage of rendering power within SP. thanks.
Good afternoon Faced a serious problem in S3DP. After baking with highpoly and saving the file, the normal map and several other maps are not displayed in the viewport at 4K resolution. After switching the viewport mode to 2K, everything is displayed normally. I'm used to working in 4K resolution and this problem gives me terrible inconvenience. Please help me find a solution and let me know in a reply message. Thank you very much in advance !
UI artist here, i make alot of icons and would really like to be able to keep camera postitions when rendering and then switch to main camera when i need to edit the asset and re-render. either the ability to add additional cameras or camera positions would be ideal.. thanks.
Substance Painter で Pantone または CSI をインポートして使用するにはどうすればよいですか?
We are looking for a way to remote substance painter, However, in case that substance painter might not be opened with "--enable-remote-scripting".Could it be any programable API or any other way to connect to substance with a port?
Hi Im importing decals from Quixel Bridge - so the usual material files - normal, diffuse, height, roughness and combining these into a fill layer in Substance Painter. They also use an opacity map, so I created a black mask with it's own fill layer and place the opacity in there. All good, but when I want to move the decal, the material size/pos is not sync-ed to the mask fill layer's size/pos, so I have to manually transfer over values between the two. Is there a way to sync them, so I can just move my decal easily? Thanks!
Why does this weird blotch appear when I bake my mesh maps? It does not appear in Blender or when I import then model into Substance. It only shows up when I bake my mesh maps.
Hello Everyone. I'd like to use the "Artistic Heavy Sponge" brush in Photoshop. This is a default brush in SP but I wanna export it to Photoshop but I don't really know how I am supposed to do this. Maybe this brush is already available in Photoshop and I just couldn't find it? Thank you in advance.
Hi there, I recently started creating custom and advanced brushes for Painter. Currently in the documentation are only a few options listed like stamp-start, cycle, random seed and time. Is it possible to get more?For example the position of the brush on the UV?Would be very nice to be able to sample textures on position of the brush, which then will define the color of the brush.Thanks for your help in advance
I've created a shared library on our network (for multiple users to access) I have a bunch of base materials that show up in several categories (material/textures/alphas/filters). When I right click asset I can see they have multiple tags under "usages". Am I able to edit this so they only shows up only in the correct asset tab? I'm not sure where the usage data/metadata comes from. Thanks
Greetings Bottom line I want to create a lego logo pattern for a sole of a sneaker. I tried to create grayscale and posteized patterns, but they come in jaggy and lo-res when 'scaled' up in Painter...Any suggestions.ty
The command line argument --split-by-udim used for creating projects that use the UV Tile workflow only uses the legacy (convert UV Tiles into individual Texture Sets) workflow. Is there any way to use the new UV Tile workflow (preserve UV Tile layout per material) with a command line argument? This would be a big pipeline improvement for me. Documentation for command line arguments is here. Version: 8.3.0Platform: WindowsSteps to reproduce:1. Create a project that uses the UV Tile workflow with command-line arguments, e.g. "Adobe Substance 3D Painter.exe" --mesh "MyMesh.obj" --split-by-udim --mesh-map " Material_ambient_occlusion_1001.png" --mesh-map " Material_ambient_occlusion_1002.png"2. Observe that legacy UV Tile workflow is used (UV Tiles converted to individual Texture Sets) Expected result: Modern UV Tile workflow (preserve UV Tile layout per material) should be able to be used when creating a project via command line arguments. Act
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