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hello everyone,I am using Substance for a while now and never have encountered this issue until now, maybe you can help me to understand what am I doing wrong.The issue is after importing the model from Blender and baking the meshmaps, the UV seamline will be visible on the 3D model, when adding some bump effect, the line is even more visibile (obviously). I made sure there is no UV overlapping, the normals in blender look outside and the UV map has some spacing between elements: I find also strange that hese two components don't share the same issue even being the same geometry and close on the UV map (above pic):here on the rocket launcherAny suggestion?Thank you
I made a mesh using Blender, exported to substance painter, baked and try to make the texture, the problem is that no matter what i do, i can't make a texture for the inside area.
I am coming to the end of my annual Substance Painter license in November, and before I renew, I need to understand whether I can continue to use the version I have currently installed (2021.1.1 (7.1.1.) build 954) which runs fine on my Windows 7.1 OS. I am aware of the fact that all of the new Substance 3D applications list Windows 10 as the minimum requiremnts, so I haven't been able to download any of these newer versions; however I can get my work done just fine with the version I am using. I note that the license page says that activation of the new Substance 3D software can be done by placing a new license key in the appropriate directory. So I am hopeful that I can renew my subscription in November and simply place the new license key in the appropriate directory and continue to work with my old version of Substance Painter and Designer that work on Windows 7.1. Can someone from Adobe please clarify whether this will work?&nbs
Substance 3D Painter was working fine for me, then it just started crashing when I opened random projects most of the time. I did a full uninstall reinstall, PC restart afterwards and now whenever I move my mouse around the entire application just flickers black, I havent seen anything about the black flickering online. Hoping someone here has experienced it or fixed it so I can get to the root of this problem.
Hello All, I am having treouble incorporating my Painter files with Blender to create the same glass Shader.I have tried to apply the textures in Blender to this Lamp I am making, but I am getting a dark tint to my textures when I enter Viewport Shading. Could anyone help shed some light on this, please? https://drive.google.com/file/d/1xikDYngq6akmI5C79XYuEi0ZlVvxAdC_/view?usp=sharing
Hello all. I have a problem with my Substance Painter. I'll put the images below but my preview render looks awful even though I did it exactly the same. I opened a high resolution project by choosing PBR - Specular Glossiness. I can't paint my model, whose UV is fine, in Substance Painter. I increased the Shader Quality (Ultra 256 spp) and changed the Environment Map, but I did not get the same result with the Tutorial. What is the problem?
have a problem, im windows user and have substance material 7.2 .3 trial versioni cant find metallic roughness algorithms templates, can you help??
I subscribe individual substances in the adobe.com. I make a model in a blender and then import material from the substance source into the substance painter and edit material, then I sell the model with texture in cgtrader or others.Is it allowed?
Hello,I have some models which have corners where 1 side should be Material A and the other side should be Material B (think of a shoe, bottom is sole/rubber, sides are leather). If I use vertex painting and color them, then those vertices are shared, and they can't be both colors, so that doesn't seem like a good approach. The model comes with a texture which looks like it's a color-map (from Unreal):This is basically the outcome of baking a (pixel-perfect) IDmap, I guess... So my thought was to import that one as texture into substance painter, and select it for a "Mask with Color Selection" and pick a color, but it doesn't behave like expected :Splitting the channels in in substance designer to take a look at what they contain, my guess is the alpha-channel is making it misbehave? Any way to make it work (preferably without changing the texture)?
I have a fbx imported with 10 parts, each part had a MODO material assigned to it, so that means there are 10 UV maps that Substance Painter "Baked". My question is this: I finished exporting for my USDZ, and now I want to make another USDZ which has all but "2" of the parts from the first export. Even if I turn off those "Texture List Sets" the prebakes AO still shows up on the surrounding parts... is there a way to remove the "bakes" maps of the two part I don't need for the second export?
Hello all, Have decided to try and import a model into 3 DS Max to render in that software [ Arnold ] Attached here are 2 screenshots of the model. Created in Solid Edge Mcad software, textured in Painter and now I want to try out the render engine within Max. Could anyone give any pointers on how to export the textured model into Max. Screenshot 1 is the model within Painter and 2 is the model [ inside Max before export into Painter ] Regards,
Hi, I created ID maps in C4D for Substance Painter. Once I baked ID map in Substance Painter, the result went something wrong. Does anyone know what the problem is? Attaching the working file below. Thanks, Link: https://we.tl/t-DUpzW2dWPz
Hey,I moddeld a sword and started wanted to texture it. When i bake my ID map it, it got wierd and i couln´t fix it. These color artifacts appear when i try to bake it!What can i do? I would be grateful if someone could help me.
In this example I created a simple box. 1. Add a fill layer2. Add black mask3. Add paint under the mask4. Use Arrow Bent for the Alpha and the Greyscale5. Paint it. It appears on the box.6. Save it as a Dummy.spp.7. Load a different project.8. Close out the project.9. Load the Dummy.spp.10. Both the alpha and the greyscale no longer have anything in them (see below). This is repeatable and is very frustrating. Second issue is random. I don't know if it requires a complex model or not, but sometimes I am unable to put ANYTHING in either the Greyscale or Alpha (or Alpha will take an image but the greyscale will not).These two issues are very frustrating.
So i've tested this with multiple versions, and 2019 v2.2 is the only version that worked and what i mean by that is when i bake in 2019 the interrior on models bakes perfect but on 2021 the interriors are dark and dosent bake right
Everytime i add a curvature genreator to an object (the object could be a simple cube) it makes these weird curve designs. Does anyone know why? Ive added the curve map for reference
I am making a cannister but the curavture is baking very oddly. All other maps are fine. The image I have attatched shows the uV layout of the top part of the cannister.
Why are the materials green in the Asset library?
It is as the title says. Even after baking, I get the error 【[BakingProcess] Highpoly scene was required when baking Normal Map from Mesh but could not be loaded】.The situation is as follows--------------------------I have a high-poly model that I sculpted in zbrush and exported it in Goz. I created a low poly model by retopologizing the model. After that I did UV expansion of the low poly models and exported each model as FBX.I added _low and _high to the end of each model's name.The number of vertices in the high-poly model is 2 million. I thought the number of vertices was too high, so I tried baking the model down to about 130,000. The result was not good.I thought that using UDIM might be a problem, so I combined the UVs together, but the results were not good.-------I'm having a hard time finding an answer. Does anyone know of a solution?
Hello,I only want my rust on the front of my Postbox.But it also "smears" on the sides.I also tried "Camera" and "planar" projection...Where is the mistake?Kind regardsJoigi
Hello,I have some material IDs, generated as UDIM tiles, and when I try to use this resource as the Material ID maps (on each UDIM TextureSet), it always use the 1001 on every UDIM sets.What am I doing wrong here?Thanks!
Hi I need some advice in a few thing, I’m ok with substance printer, not grate, just OK, I know my way around some of it, had it for a few years, bake very low Polly meshed with high poly mesh’s, managed to get buy, now I want to step up a bit, so I have some questions, I have com across these problems before, but have always found a work around, but my work arounds aren’t working beauacese the models are much more detailed, with more parts I have a model of a jet engine, I am going to add lot of detail, pipes, heat sinks, and so on, my test model is still very basic, as I want to figures out how to do it. When I set up the model, I would spit it into parts, with some different materials, I would “ explode” the model, dragging part way from each other, taking it into Zbrush, doing its thing and baking textures and so on. once I have done that, I would have to spend some time combining the textures onto one map / texture set , I did this because I didn’t want each part of the model
Hello i cant find anywhere how to export to USDZ file, i have installed the latest version and i dont have the export preset that i believe it was called "USD PBR Metal Roughness". If anyone can help me or share the preset with me i will be really greatful.
I've modeled a simple shoe that was set up in Maya. All the maps are generating correctly except for an AO map on these 2 pieces- getting strange artifacting- heel section is getting some lace shadows. I'm using default settings for map generation, so any help is appreciated, thanks
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