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I have been trying to texture an extremely simple model in substance painter, but when baking mesh maps, I end up with ugly artefacts on the back of the model, it seems like the normal just doesn't generate there, but there is no geometry in that shape there, just a large quad at the back, and nothing occluding it. I have triple checked my face and vertex normals, UVs, removed any duplicate vertices, deleted and recreated the problematic faces, and just about anything I can think of. This is in a fresh substance painter project with 2048 texture size on everything, all I did is bake mesh maps. (For reference this is a part of a larger model I exported on it's own to isolate the problem) Thanks in advance for literally any help at all. (Images)https://imgur.com/a/WMARZxs
i got 2 layers with masks and i want to turn them into a single mask.any other software lets u do it in a second. i got NO CLUE how to do it here...what goat do i need to sacrifice to get this done?
Is it possible to show only the base color and opacity in the view at the same time?
I am taking the Substance Painter Launch Pad course by CG Boost which is very detailed but it mostly has to do with using materials and such on objects. I primarily need to learn the ins and outs of hand painting with this program as Blender 3.4 still does not do a very good job in texture painting,I am trying to hand paint a dog, a lad-beagle mix. Very organic. When I start painting in Substance painter I have the Basic Soft Tool brush and in the Properties Paint panel I have access to the "Base Color" with the color bar beneath it (initially it shows white) When I click on the white bar it brings up the color square with the HSV sliders and the eyedropper. I can then also use the "I" hotkey to select an existing color from my object or from a reference image on my computer screen. My problem is when I select a brush, like Blur" which has no color and then go back and select the Basic Soft brush I was using before, I no longer have the Base Color in
I am using a student license but my Cintiq drawing tablet crashed Substance painter after extended license and downloaded the new version of Substance painter. I was alright with them two last year. Why?
Sorry, but this is urgent. Anyone who can help me quickly would be much appriciated.I should still have acces to SP even though I am a recent grad now.My SP file is labelled "read only". I have tried importing the sample "meet mat", and saving the file. Just like it suggested in this forum:Solved: Read Only - Adobe Support Community - 13246905Once I do this, then "read only" label dissapears and I can access the buttons normally.BUT, I still cannot import my own model. When I try to I reiceve these error messages: 1.[Post Effects Document] Post effects have been updated from version 6 to version 7. 2.[Scene 3D] Unable to open file "file://lcc-render.arts.local/2022%20Production%20MA%203D%20Computer%20Animation/Users/18014845/GIG-SFS%20Proj/Texturing/Content/Spotlight/Spotlight%20HP.obj". 3.[Scene 3D] Failed to load 3D scene.Unable to open file "file://lcc-render.arts.local/2022%20Production%20MA%203D%20Computer%20Animation/Users/18014845/GIG-SFS%20Proj/Texturing/Content/
Hello, can you please help me, can you please help ad detail on normal map, but my normal map stencils is not visible in viewport in my brushHello, can you please help me, can you please help ad detail on normal map, but my normal map stencils is not visible in viewport in my brush_______________________________________In the tutorials on YouTube you can see that the normal map is shown
Hello, i bake my low poly mesh and i try bake high poly mesh from zbrush and i have problem with baking. Problem in picture. Sorry for my english 🙂
I am using the item painter steam version, now it gives such a warning when opening the file, what should I do?
Hello everyone, hope you´re doing well. Maybe someone can help me: Currently I am using Substance 3D Painter 8.1.3 (student license) and I would like to update to the newest 8.3. When viewing 'help/check for updates' I get the notice that there is no newer version available. When opening the program the popup window for updates doesn´t show either. Any advice what I could do? Thanks in advance.
Hello, Maybe I've missed something but is there a way to paint a materials on two maps at the same time? I explain : If we consider a car or shoes, some parts are used to be painted as separated object since they need different materials (tires and bodywork, sole and upper), BUT if we walk in the mud... both will be dirtied. How to paint the mud?
Opon launching from Steam it crashes. It does not start at all. On Pop OS. 22.04 Ubuntu based distro. On a fresh system all drivers updated. Using 2023 and problem is present on 2022 as well. Something to do with Qt and xcb I believe. "qt.qpa.plugin: Could not load the Qt platform plugin "xcb" in "" even though it was found."
Hello, we have been reporting me that there was a potential issue with custom user channel and color management. After investigation, I found out that indeed, there is a small bug on them. issue 01Color thumbnails in the interface do not pick up the view-transform change as the BaseColor does.issue02(probably linked to issue01), the color picker window is displayed as it was a non-color-managed channel steps to reproduceOpen new project window and set any meshSet the color-management for the project to OpenColorIO and ACES 1.2 for configCreate the projectIn the created project, go to the Texture Set Settings tab and remove every channel except the BaseColorAdd a new channel > user channels > User0Set that new channel to RGB32F and enable Color ChannelAdd a new fill layerIn the 2 color slots of the 2 channels, enter the same value in the R-G-B slidersCompare the 2 channels in the viewport and you would see they look different.workaroundthose issues are non-blocking cause
Ben madde ressam steam sürümünü kullanıyorum şimdi dosya açarken böyle bir uyarı veriyor ne yapmalıyım?
The Substance3D Viewport is a only covering a small square in the lower left hand side when it should be filling up the whole main window. Is there any Substance3D setting or Windows resolution I can adjust to make the Viewport go back to normal?
If you create a fill layer and add multiple paint layers, there is currently no way to combine these together.
Many times I bake an Ambient Occlusion texture, add it to a fill layer (multiply) and then edit it with a paint layer on top. Sometimes, I bake it again to create better lighting in a different area. At the moment to keep the first baked AO texture, I have to export it out as a texture and then import it back in, then replace it in the fill layer and finally bake the new texture. Please Adobe, could you add the ability so that I may right click on assets like this in the asset browser and select "Duplicate Asset" so that I can just keep the original asset. Perhaps even allow me to rename it while duplicating and replacing all references in the layer stack so that they point to this new asset. This way I am free to rebake the AO. All while staying inside Substance Painter. Alternatively, allow me to name the outputs of the bakes so that I can name them AO-Version1, 2 etc Thank you.
Hi all, My client has a specific requirement that any colors used in a texture are their listed approved colors. Is there a way to generate a "report" of what colors have been used on the base color layer? Can I export a list of HEX codes / color swatch / or something similar that I can supply to client to verify that we have only used approved colors? Any advice is highly appreciated. THANK YOU!
When I create a new aiStandard Surface in Hypershade and input all of my Substance-exported textures and apply it to my mesh, the shader looks nothing like it does in Substance. I just end up with a dark gray surface with a tiny bit of reflectivity. And I don't mean it looks different because of the lighting. I mean NONE of the texture properties such as the scratches or specularity come through. I've tried setting up the shader manually (see nodes screenshot) and using the Substance plugin for Maya. Both yield the same results. I believe I'm using the correct colorspace settings as well as checking 'Alpha is Luminence' for all grayscale maps. I've watched and followed every tutorial I can find on Substance -> Maya and they all make it look effortless but for some reason Maya refuses to display the textures for me. Note: I've used only unedited smart materials from Substance for this example. I used the Arnold output template in Substance. Arnold Render View sc
Subject says it all. It would be nice if hitting the F key to fit view would zoom in on content being placed (especially when UV Wrap is set to 'none') when gizmos are enabled. This would facilitate easier placement of stickers/decals and other things of that sort. I can't tell you how often (as a Maya/Unity user) I reflexively hit F to zoom in on what I'm working on. Substance painter has an opposite effect when I'm trying to place decals on a mesh. I hit F expecting to zoom in on the gizmo, but instead it zooms out and fits the whole model in the viewport.
I am using a seamless texture, with no color variations, when I apply it to the mesh, there is a shift in color some uv islands have a darker shade than others. I have tried turning off the normal map, roughness, etc. Here You can see shift in roughness values, some have low roughness and other have high
I have a Dog model made in Blender. It has the body, tongue, teeth and gums and eyeballs. All unwrapped in UDIM tiles. In Substance Painter how do I get access to the teeth and gums or eyeballs when they are hidden by
Will painter support USD geometry subsets? this would be great! maybe they could even have a function to behave like ID maps. Because of the lack of support, I have to author different USD files to send to painter and a different USD as my final asset. Would be nice to just have one file.
Even with the recent baker update I noticed that the triangulation in substance painter still does not match with Unreals. Therefore even when baking with Compute tangent space per fragment: Enabled the resulting normal map will have issues in Unreal Engine.to demonstrate i baked a flat plane onto a wavy quad plane in designer and in painter.as you can see the painter bake has visible triangulation artefacts, while the designer bake is perfect. i didn't test this, but i believe the painter/marmoset triangulation matches with Unity, but there is no toggle on mesh import to change it.so such a toggle seems the only solution to be able to bake characters for Unreal Engine in substance painter without issues.the non-highlighted planes are with triangulation before baking and then importing the quad mesh in Unreal, as you can see it just leads to even more visible baking issues.
I have tried to import a High model from Zbrush into substance Painter.However, the detail on the High model is jagged.Increasing the Output Size has no effect, and all the details are jagged.I would appreciate it if you could tell me how to get the details created in Zbrush to reflect properly.I will also save a picture of the bake settings.
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