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I have tried rebaking with different setting to no avail, according to me the uv's are good, so yeah I am absolutely clueless here is a screenshot of the issue:These weird lines are also visible on the model.
Essentially I'm having trouble painting these lips. Wanted to add some shadow on the top lip, but painting through the viewport fails to get all the lip. Fine, I'll paint on UV view. The problem there is no matter what alignment I set the brush to, it's still jittery and draws on the lower lip with symmetry on. Probably a thing with mirror projection but idk how to fix that. Second idea is to update his mesh with his mouth open, but when I do that it reprojects the texture regardless of the import settings I use. Easiest solution is just painting on UV without symmetry, I know, but I'd also like to know if there's another way around itr, to get it to project the way I want to and/or not reproject the textures when I update the mesh. Thank you.
As suggested by Adobe I am adjusting my TDR so that it prevents unnecessary crashes. However, the step-by-step guide orients users to add DWORD (32bit) Value key if the TdrDdiDelay value does not exist. Here's a print of the guide. My issue is that my system is 64-bit (I have already checked), so am I supposed to create a QWORD (64bit) Value instaed? I usually would do this last option in a heartbeat but I'm being extremely cautious because I'm afraid of compromising the whole operating system. My system type:Adobe's caution sign: Could someone please help me? I'm rather desperate, I just want to finish my school projects. o_o;
It's now possible to copy (copy mask) and paste (paste into mask). It would be great if, in addition, masks also be linked or instanced so that changing one mask would change the other instances.Similarly, it would be great to be able to do this with any paint or fill layer. For example, making an instance of a paint layer affecting the color and plugging this into the bump with a desaturate filter above it. This would reflect the way programs like Maya work where a bitmap image can be connected into any channel (bump, color, etc.) Ultimately in order for a user to manage these connections it would be nice to have a nodal graph view similar to Nuke or Mari or Maya, rather than the layer stack system of Photoshop.
Hi! I need some help, preferably very fast as deadlines are swift and unforgiving.My brushes only ever seem to display low quality, blurry pixels, no matter how big or small they are or what brush I'm using. I know it's not supposed to look like this, so how do I fix this?
Hello folks, Am in the process of speccing a machine to run Painter / Stager , 3ds max and Siemens Nx mcad software. Question is could I use the Nvidia RTX A 6000 with Painter / Stager ? because I can get one through a friends company at a good discount This machine will be purely for my own use in my hobby not used professionally. The other specs will probably be as follows Samsung 980PRO x 2 and either Intel i9 12000k or Intel i9 13000k, Corsair 1200w Platinium power supply, 128 Gb Kingston Fury DDR 5 Ram, Have not got to the motherboard yet. Hope to get a yes to the RTX A6000, but if not suitable will start looking at possibly 2 rtx 4090's.
Hi,I am trying to create a new shader instance. but it is grayed out. I reinstalled painter, updated my GPU driver (3070ti), and restarted my PC between each step.This worked a few months ago. but on the latest 8.2 version, I cannot change that. I have tried different projects, creating new projects, and opening Older working projects. with no luck. it was disabled on all of them.I could not see any issues in the console.I tried switching to other shaders in the Shader settings.I tried renaming the current instance to another.all with no luck.Anyone has an idea as to why? or is it a bug?Thank you.
Wanted to share a tool to automatically connect Substance 3D Painter textures to Maya Arnold shaders.Substance Painter to Maya Bridge Docs
Hey all, Not sure if this is a bug but it is very strange. I have exported and saved an FBX from Blender 3.1.0 to the desktop. (Windows 10) However it will only load into Substance Painter 8.2.0 If I change the name to random letters. If I use the exact save name as my blender projects (which I have done successfuly in the past)I get 4 or 5 quick errors and she won't load. I have attached a log report. Cheers
Hey everybody, I have errors when I'm creating a new project in Substabce Painter version 8.2.0 Windows 10 Home.When I am importing an FBX from Blender 3.1.0, Substance painter hangs up on loading scene indefinitely. I have no trouble loading other FBX's from Blender. Lets just assume for a second that there is no probelm with my mesh topography. Could theseerrors point to anything? Here are the erros from the log. [ ERR] <Qt> "[DBG ERROR][Assimp]" "Error, T10496: Failed to triangulate polygon (no ear found). Probably not a simple polygon?"[ ERR] <Scene 3D> Failed to triangulate polygon (no ear found). Probably not a simple polygon?[ ERR] <Qt> "[DBG ERROR][Assimp]" "Skipping one or more lines with the same contents"[ ERR] <Scene 3D> Skipping one or more lines with the same contents Btw should i include the entire log?Thanks
Yep just that, would be nice to be able to hotkey 'Delete'. I like to keep my hand on the left side of the keyboard and move any keys that are "too far" so that I have easy and quick access to all actions. Kind of like a videogame - just for efficiancy, ease and speed.
Hello! Here is a new tutorial on creating environment meshes and materials. https://youtu.be/JMtw05Cj1gECheers, Wes
Hey there! I created a tri planar heightmap based normalmap and those are the results (pic attached)Is there any solution to avoid this kind of "seams"? Thank You for your answer in advance!
I was trying to create a shield. This is the top part. I " beveled " it. When I try to use it at Substance, it looks bad. How can I fix it? Thank you.
Ao map looks okaynormal map seems finecurvature generator creates dark spots (just a black color layer with a white maks and default curvature generator)visible seam from the curvature generatorlighter areas in the curvature map which correspond to the dark spots in the curvature generator.I hope the pictures above illustrate the problems I am running into with the curvature map/generator. For some reason I am getting these lighter areas in the curvature map which dont seem to correspond to the geometry and also the curvature generator is causing a very visible seam along the uv seam(The seam isnt apparent in the actual curvature map, it seems to be just from the curvature generator itself).Does anyone know what could be causing the spots and how to stop the uv seam from showing up in the curvature generator? I attached the low and high poly fbx.
Good morning I´m trying to find a good solution to work with Substance Painter with ACES-ACEScg and P3D60. I´ve done quite a few tests and this combination is the one I like the most at the moment. I´ve made comparisons between Substance Painter and Maya, using the same HDRI. Any suggestion or correction? Thank you very much. The Maya render has some good samples, while what I have from Substance Painter is just a pre-Lookdev, so I think it's normal that there are some differences. I don't know if I'm wrong or not. I export the renders in EXR at 32 bits. By the way I´ve improved the quality of the shader and everything works much better with metalness and specular.
Hi folks, got a question. I see UDIM textures that combine to form one shader network in Maya. How is this done in Painter, exactly? Can it be done? So far, my research on this says that the only hope is a script that's supposed to combine them for you into one set. But, this has yet to work for me. Multiple texture sets ultimately create multiple shader networks. Is there not a way to generate textures that combine the various sets so that you don't need 7 shader networks for one model? Thanks!
Hi, I want to make translucent lamp shade effect in substance painter as seen in the following reference photo.I made my bulb model inside of the abajour lamp emissive but its light is invisible outside of the model.I tried to add subsurface scattering material to the abajour's inside and outside fabric material but it became not successfull.I just want to make my light bulb's light is fairly visible from the outside view.Thanks.
It's been a while since I've used Painter but I noticed this button was missing. It made it super easy and fast to make new posts on ArtStation.
Normally, when texturing a model, such as a character, you would have to import multiple versions of the same model in order to texture hard-to-reach areas.So, for example, the main model would have eyes open and a version with the eyes closed so that you could texture the eyelids. So here's my suggestion: If Substance Painter could have a feature where you could import all the versions of the model at the same time but be able to switch between them as you work depending on what you need to work on without the tedious back and forth of importing and updating textures. This could also work for;Vehicles, where we need to work on exploded models to texture individual parts and bake an AO map before returning to the assembled version for full texturing.High Poly and Low Polys. The possibility to see your textures update in realtime across different versions of the same model would greatly speed up the production pipeline and make for a more efficient workflow with
Hey everyone! Bit of an interesting problem here. It's not just a Substance Painter problem, but occurs with other texture baking tools as well (Blender, for example). I'm just looking for some ideas/theories from you guys on what might be happening here, and what the the best way to adjust for it might be. In the following screenshots, you can see that where the AO/shadowing bake should be getting darker toward a more enclosed/narrow space along the wall, it's actually getting brighter. I imagine this is probably a native/algorithmic issue with the type of raycast being sent to caluclate light bounce information. This seems to be most visible when baking from deeper/more extruded sections, and not as much on the narrower meshes of the same thickness, as shown below. I don't normally build meshes with gaps like this, but it happened with one of our artists recently while she was modeling a bus stop with narrow gaps between its back wall panels, and along the back
Hi, I would like to ask, I have a problem that I could not find a solution to on my own. In SP, the entire viewport overlaps specular for me, and I went through folders without shifting layers, all the same. Nevertheless, there is no such problem in marmoset, everything is displayed correctly there, but it still does not look properly, that is, specular is not so light, but it still overlaps other layers, such as, for example, wear on the edges, and I also have a problem with SRGB space in marmoset, in SP I have settings srgb but marmoset doesn't want to perceive them and I also didn't understand for a long time what was going on, since the textures in marmoset were very dark and half of it was just not visible because of this, but as soon as I turned off srgb everything fell into place, I'm new enough in SP and marmo, So I'm asking for your help. Thank you.
Dear!I updated to the latest driver, but when I open app this bug still exists.Please let me know what problem I am having, and how to fix it.Thanks!
I can't save my project anymore, and I don't know why.
This may be possible somehow and I have not seen it, but I want to project from all sides but control the depth. I'm using the warp projection to achieve this and the "depth" to get the look, but it's tedious to set up, the cylinder projection would be perfect if it had a depth slider so I can control the volume of the mask.Example below
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