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I have 1033 credits within my substance account, I wish to retain these credits for future use, and so, following the instructions provided, migrated my account. It was stated during this process that once I loaded up a version of the new adobe substance painter my credits would then transfer, for this purpose I used the free trial. Upon loading up the free trial, I see no transfer, nor do I see a method to achieve this. As you can imagine this is a large investment of credits I do not wish to lose, and would appreciate guidance on how to move them into my new adobe account.For a long time I had a subscription accruing credits, but later moved to a permanent license for substance, with the credits saved for whenever I needed them.Substance account logged in:Adobe account logged in:
Hello, I am a 3d painter and I have always been very grateful to substance. Substance 3d painter7.3 has introduced a warp projection . Can this function be realized in 2d uv view thank a lot
I would love to use Zbrush Polygroups within Painter, to mask certain areas by color selection.Is this not possible? If it is possible is there anywhere a step by step tutorial that shows the export settings from zbrush plus the settings you have to useinside Substance Painter to make this work? Thanks a lot
Hello, I am a 3d painter and I have always been very grateful to substance. Substance 3d painter7.3 has introduced a warp projection . Can this function be realized in 2d uv view thank again
Guys, I don't know who came with this idea, but for the last month I'm trying to get used to the new color scheme, which was changed after Substance become Adobe Substance. I'll try to explain. Just look on this screenshot and try to tell which channels is active now? I suppose that if someone who designed this color scheme will look on that- he could give me the answer easily, but for the most other people- more darker buttons feels like pressed buttons. And grey buttons feels like inactive. You have the opposite now. Yeah there is white outline around the active buttons, but it doesn't help at all. Just compare it with what you had in previous versions Same channels active as on previous screen, but you can see it immediately!You have the same in Photoshop for example. Active buttons way more darker (brush icon and "image" button)If we go back to the latest Painter- just look what happens when you try to hover your cursor on something:1) Inactive2) I'm hovering&nb
Question: Does anyone know what program was used for the "360 degree" pano for this project? ty substance3d.adobe.com/magazine/designing-a-concept-store-with-substance-3d-assets/
Why do I get splotches after baking? No overlapping uvwsNo geo issues
My 8k export is not matching visually (except for resolution of course) the 4k export - I am masking between two materials in folders with an image alpha - and the export matches if I just export either material by themselves - but any masking element -procedural or image makes it so they are not identical as if the greys are weaker in 8k -I have an nvidia quadro M6000 24gb card - windows 10 - and running Adobe Substance 3D Painter Version 7.2.3 build 1197 -thx
Hello Friends!I am using Substance 3d Painter 7.2. I am having an issue that when I tried to paint it does not appear in the viewport but it shows in layers. please help me fast.Here is a screenshot
HiI bought this substance material in artstationhttps://www.artstation.com/artwork/J9lZYRWhen I import to substance painter then apply to modelThis is procedural materialNeed advice to rotate wood ring.P/s I could not share file because I do not own it. ThankTravis
I want to show up 'Glass Visor' material which has Metalic100%, Roughness0% and has a little bit of gray color like "mirror".But when I excute an export as usdz and show up into smartphone, it has not like mirror as working in Adobe substance painter. How should I make this material same as working in working in Adobe substance painter?
I use Substance, and there are still 3D asset points left. Will the Substance asset disappear when my subscription expired?Even if the subscription expired, will the remaining Substance Asset be maintained? or Can I buy 3D assets separately?
Substance Painter Crashes on Launch? I thought i had a go at 'The Great Shoecase' but looks like my iMac's too old? Some other issue? I'm currently stuck on:MacOS Catalina 10.15.7iMac Late 2013Processor 2,7 GHz Quad-core Intel Core i5Memory 8 GB 1600 MHz DDR3Graphics Intel Iris Pro 1536 MB
how to avoid baking AO on specific components of the same assembly?i have a large assembly and need to import all together, this is a game asset and some of the parts will be hidden/shown in game (replacable) .In order to avoid baking contact shadows where i don't want them, I move the pieces apart but sometime it is just not possible.to better understand, I don't want the contact shadow between these 2 pieces in the picture below but they both should be there:how can I set that the lower piece should not get AO from other meshes?I don't have a low and high poly meshes, what you see here goes directly in game.Thanks
When i bake AO, it create massive shadows in strange places. Doors, hatch and hood.
I am using Substance Painter for a long time with no reasons, I have an monthly indie license that expires tommorow. Today I got the Adobe migrate notification and purchased the annual 3d texturing plan from Adobe. I downloaded the creative cloud app and installed painter from there. Everytime I open it, an error message pops https://prnt.sc/22zjcv6My connection is stable.I deleted the installation, downloaded again Painter from https://store.substance3d.com/ and it runs normally. Of course it says that my license has 1 day remaining. Can someone pls help?
We have been waiting to be able to store our custom materials, alphas, textures etc. on a different place (like an external drive or Cloud) than the Documents folder for Substance Painter, I was wondering whether there has been any developments regarding since merging with Adobe?Cheers.
I downloaded the update yesterday and everytime I open up Painter, it crashes upon opening. I'm on a Mac OS 10.15.7. So, I uninstalled it and am trying to install an older version, but I can't seem to find where to go to get to the older versions. Your help docs show it, but the website shown is not the website I see in front of me. Maybe the tutorial needs to be updated. Any help is appreciated.
Hey! I have this simple material originally created in Substance Designer and then imported to Painter. It just automatically adds some AO and edge highlights, so nothing major.As you can see in the screenshot the Color set in properties and the color shown in viewport don't match. It is more noticable with dark warm colors. It was working fine until the last Painter update (v7.4.0).It is possible to somehow fix this? Do I just install the older version?
So I'm texturing this new model and I'm using the exact same materials and lighting settings as another, but the baked AO maps seem to be a lot darker than usual for some reason, and I have no clue what's going on or where to start. Does anyone know what could've caused the issue or what I can try as a solution?
Hi, I'm having a problem with Stager and Sampler. I want to know how can I add tweak controls in sampler to be added to exported SBSAR files? right now my exported BASAR cannot be changed in Substance Painter. I have stager as well, when I export my models I can't see the export to stager selection in Substance Painter, was this added, or just not added for steam version of Sampler and Stager? Thank you
Hi,I have the case that thes exported textures look different depending on the GPU when I use the anisotropic noise.Painter version is 2021.1.1.1 (7.1.1)Quadro RTX A4000Quadro P4000 or P6000Is this a known issue? Or even solved in a moree recent version of Painter? Cheers
Hello! I'm pretty new to substance painter (and all the substance 3D programs) but I've been working within Blender for some time so I have some knowledge of UV's and what not. But this has me stumped. When I try to add a texture to my model in Substance Painter the base color appears stretched. This is not an issue in other programs and appears to be only in Painter. I have tried Unwrapping the model in several ways and re importing into painter, but nothing helps. Please see attached photo.
I created a high LOD and Low LOD version of a set of meshes using Blender. All of the meshes share the same material. When I bring into Painter and bake the ID map, I get a strange artifact when using the higher LOD file in the baking process. If I eliminate the high LOD file, the artifact goes away. If I isolate the one mesh out of the set and bake using the high LOD mesh, the artifact also goes away. I made a video of the process here: https://youtu.be/JPoBf42IyzQ. I've also attached the files. Any help would be great!
Someone mentioned this on the old Substance forums, and the Allegorithmic devs believed it could be in the works for future updates, but I don't believe it has been implemented yet. Since the old forums have been closed, I figured this would be a good place to suggest it again. Here is the link to that post:https://forum.substance3d.com/index.php/topic,31149.msg119507/highlight,clone+stamp+from+another+texture+set.html#msg119507To support this, I'd like to add that in a lot of cases, specifically with characters, artists will use two texture sets for their "skin" material. One for the body, and one for the head/face, in order to preserve as much facial detail as possible for high fidelity products/experiences. When painting skin details manually, this will almost always result in some sort of seam across the clavicle/lower chest area, and will be visible if the character happens to be shirtless or wearing low-cut clothing. Clone stamp would help exponentially for cleaning up seams like
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