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version 8.2.0, windows 10.I created a mask on a fill layer and painted on it by using a stencil. I redid the painting in the mask multiple times before I achieved the proper result, I had to update the stencil a few times too. The stencil was saved in the project, not permanently or for this session only. Now upon reopening the file, the mask is showing correctly. However upon making any changes to the file (new layer, turning a mask on and off, turning a layer on and off, a brushstroke ...) the stencil painted mask CHANGES. It changes back to an old attempt with the faulty stencil. This version of the painted mask was never saved out nor is the old stencil present in my project anymore and should therefore not be remembered by the file. I did not update the mesh or anything, only opening the file and making a single adjustment. I wish I could add some photo's here as it's so visible and easily recognized but due to NDA's I cannot.
Hi, im learning how to make game assets that will eventually be compiled together in unreal5. I'm creating models in maya then bringing them into Zbrush to add detail. But that's as far as I've gotten. Im quite good at substance painter, however the workflow confuses me, I want high detail on my models but dont want to slow my project down in unreal with high polys. Can anyone tell me the correct workflow from maya to Zbrush to substance to unreal? I can do each part but can't figure out how to connect them together. I'm blurry on baking and using the low poly model as final but not knowing how to extract the high poly maps from Zbrush etc etc. I'm so confused. HELP!
I would like to suggest the ability to drag and drop bitmaps directly to the layer stack and automatically create/replace a fill layer. I've attached two example gifs for demonstration. Thanks for the consideration!
Please, give me an advice. I can't see objects from maya. I can't mask with objects or IDs. Where is the error? I export as fbx. I tried uv in maye both on 1 udim and on multiple UDIMs. In neither case do I see objects in substance with names from mayya, only in the 3D view. Please help!
How do you sample the greyscale value of a Mask - using the sample Material picker chooses the colur value, not the value of the Mask.
Hey guys, do you know if there is an option for Substance to bake AO directly into vertex color?
substance is cutting texture on my 3d model , who i working, if i put the size at 128x128, he actually works, but if i increase the size eh cutt at the middle.some prints of whats is happening.how can i solve this:?
Hi there... I have a few texture set lists and I renamed them.When I export the mesh to fbx, the new names of the materials are not taken over. What i am doing wrong here? GreetsGuido
Hey everyone, I'm new to Substance 3D Painter. Now I have a question. For me, something is displayed in red [See picture] It says that is an assignment error. Unfortunately I do not know how I can solve it ;(I ask for help Thanks
Hi, How do you stop a file becoming read only? I don't know why but when I import FBX files substance painter suddenly is changing to read only files, and I cannot drag and drop any materials onto the meshes. I literally can't do anything now in the program. I've tried running as administrator, tried going back to the previous version (which worked without issue), tried opening different FBX files - nothing changes.
I know a lot of people have had success with this excellent program Texture Set Combiner. I have come close to figuring this out, but not quite...Common issues I have ruled out:I know that I need to select a PBR format that includes the alpha channelI know that each material has to have opacity information in it in order for that channel to be generated Within TSC, I have successfully merged the diffuse/base color material-layers into a single material, but that's because it enjoys the benefit of having an alpha channel, so it's easy to just combine those together and call it done.But for all other materials, I had assumed it would use the diffuse/color channel as its alpha-basis, but this has not been the case. All my exported other material elements are basically whatever the last in the stack was since its color information would fill the entire canvas area.I feel really close, but am stuck at this part.Thanks in advance for your help.
Hello everybody!Since the service of Substance3D.com was discontinued, I can no longer see any of my already purchased materials in the new Adobe Substance Store. It seems that everything has been reseted. I think that's pretty brazen, after all, I spent money on my materials. Side note: My Substance3D account and my Adobe account where registered on the same email address. Perhaps this could be the cause of the problem ? Has anyone else had this problem? how can I contact adobe directly? I have not found a mail address online.
Hi! I hope that someone that works at Adobe can answer this? It has been in pipeline since 2021 that Substance Painter will arrive to Adobe Create Cloud Suite for high school... Is there any update? I am a teacher in highschool teaching in Autodesk Maya and Unity and would really add Substance Painter to this and I am waiting and wainting for more info about this.
LOG: [Project management] Failed to open project 'F:/Models/Imperial Knight/PILOT_HELMS.spp'I got a new SSD external drive and have been using it for about a week now, after moving all my substance related SPPs and work to it for convience between PCs.After working on a project the SPP would save and could be opened again, however after the drive was removed the project was no longer opening with the same error above. I tried with 2 more models and replicated the issue to get the same error. But whats odd is the drive still consists some of my other work and can load up into substance fine but if its saved again then it becomes broken.My cache is set up to link to my F external.Projects are being saved directly from Substance on my C to my F external drive.Other projects open fine but if saved again will get the error.Other files are accessed with no issues to and from the drive.A link to the SPP (zip) https://drive.google.com/file/d/11BwwCqykvPuVtZCMCvzADKGLmRwhF5jI/view?usp
Buenas tardes;Cuando bakeo el canal de AO en Substance Painter me salen unas marcas muy raras. ¿Alguien sabe porqué?..
I've tried everything that's obvious and did all the "normal" rook mistakes. I followed this guide which technically should have fixed the issue, but it didn't. It wasn't until I applied the base map to a regular sphere that I saw that the textures were working fine in Maya. They just won't apply to the model I've been working on, so the issue is with the model maybe, not the import? I've added the texture files for the "Amp" or the horn part that's black in the scene.
I waited for the rumored 2023 edition of Substance 3D Painter launch on Steam around Thanksgiving, but nothing. Will there be a 2023 edition on Steam? Thank you
I've got these textures I would like to export, but I want the base colour in certain areas to have a certain level of transparency. for example right now if I had a regular cube mesh, and I painted 5 of its faces blue and one of its faces green and I changed the opacity of the green face to 50 or something, how do I export it with that 50% transparency?Right now it exports as a solid colour even if its opacity is changed, I have to go into photoshop and manually change it by selecting the areas I want transparent and changing the opacity and then saving it as a png in photoshop, is there a way to do this in substance painter so i don't need to do this extra step in photoshop?
For my custom exporter I'd like to access the data as to what color space got applied for the exported maps. Using code how can I query the current project settings with regards to the color spaces? So that would be these settings:And in particular accessing data similar to this UI shows would be perfect: I'd like to be able per texture set find the outptu maps, their resolutions, formats, bit depths, color spaces, the UDIM tiles and preferably even if the filename template used to define the path. So for a substance_painter.export.export_project_textures(config) export I'd like to know this information about the output files. Any pointers?
I am looking for an sbsar file cataloger. I tried in bridge but the relief of the textures is exaggerated without being able to adjust it.
Every time I open a file it is set to read only and I have to save as a new version. It is not version related, as I am opening on the same computer. This is a recent develepment (I'm on 8.2.0) and is really not ideal. We save our work to the cloud and it results in having folders full of painter files, which could be just one file. Each time I make an adjustment to a coworkers file I have to resave under a different name. It's a huge space eater. What's up with that?
Greetings, I've run into an issue I can't seem to solve or find any info on. When I use Tri-planer projection on my fill layer, parts of my normal turn black. Adjusting scale or Y axis causes the black faces to jump around. This issue is not present when using other projection options or when changing the Filtering to nearest. Perhaps someone knows what's causing this issue or even how to correct it! Cheers!
Since there're many properties in the layer or effect, so it's difficult so find out which property was tweaked when I want to reset modified properties only to see the difference between default value and the modified value.Unreal Engine editor has a feature to resolve this problem perfectly, it would be better if Subtance add a similar feature.
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