Connect, learn, and get help texturing your 3D assets.
Recently active
Is it possible to use environment variables in a JS (QML) file? I have a path setup to point to a Python script and all is working. But, the head of the path is actually an environment vasriable available to a network shared area. How would I go about pointing to the env var? Current:var mapExport_script_path = "Z:\\main\\Tools\\Python\\ArtTools\\substance\\python\\mapExport.py" Desired:var mapExport_script_path = "%SHARED_REPO_PATH%\\substance\\python\\mapExport.py"
I found something which I think shouldn't happen.I try to create a color for the character underwear different from their skin (the style of the textures is flat colors), so I split those UV islands from the rest of the body, but for my surprise I found that despite of that still happen bleeding between them, I tried using masks, with polygon fill, and painting with brushes with the Alignment properties set in UV and immediately after paint, or click the bleeding returns.As you can see in the images even when I export the texture with dilation it seems bringing the colors from the other UV island. Is there a property or setting that I need to switch to avoid this? *I don't want to create different meshes for each color division, to avoid additional edges and vertex with their respective normal, mesh-smoothing misalignment and also avoid the hurdling with the skin weights.Thank you
When I create an anchor point for a layer where I cut into the mesh it treats the displacment as an extrusion when it isnt. So for the metal edge wear, the deepest part of the cavity is affected by the mask and not what would be the exposed edges, and for the dirt generator, its applying dirt to the outside of the recessed area and not the actual recessed area. It's treating it as extruded height instead of a recessed height. I've tried raising the height to see if the effects are reversed, and nothing changes. Its not flipping the height its just treating everything as raised.
Hello, I'm new to substance painter, so I'm not sure if this can be done. Basically, I have an outfit for my character inside of substance painter and I want to export the whole thing (mesh and textures) into unreal engine. To give some context, I have designed this outfit in Marvelous Designer, but when I import the outfit into unreal engine, the textures look very low resolution and plasticy. I can drop a substance material asset onto the outfit, and it looks great, but it applies the same material to the whole outfit and I want seperate cloth materials for each garment. There is probably some way to import the outfit into unreal engine as seperate meshes for each garment, but I have posted for help in the Unreal and Marvelous Designer forms and haven't found the solution yet. However, I can import the outfit into substance painter and assign seperate materials to each garment. My only problem now is, I can't find any explanation on how to g
Hello, first time posting here but I need help with baking Normal Maps from high to low poly in painter, I keep getting these weird triangulation lines in painter and also when I preview in blender, but here's the thing I've tried almost every triangulation fix I could find on the internet, triangulate before exporting from blender done that same result, untick/tick average normals done that same result, tweak the Max and Min Frontal distance done that same result, tick/untick compute tangent space per fragment in product configuration done that also the same result, and the normal map is actually working the details are being transferred(mostly bevel info in my case) it's just these weird lines that arethe problems, ran out of options and I need help, thanks. These are the Images.Thanks.white is substance painter and black is blender.
I was recently granted access to Substance 3D Painter on my workstation. However, it closes right after the Splash screen without an error message at all. I tried running it in administrator mode and so forth but it still will not start.
I have jsut updated to Painter 8.2The performance is terrible.The last project I was working on in 8.1 had 17 2k udims, it was fine.The first object I am working on in 8.2 is just a plane that needs some swirls painted on with height. Extremely simple. The scene has a plane, one texture set, 3 layers masked with some paint mask layers.After a while painting, about 5 minutes, the strokes are extremely laggy, sometimes freezing the pc.Moving from 2k to 4k freezes the entire pc for about 3 minutes, gpu at 100%. Bare in mind this is just a plane with 3 layers. I have updated drivers, same result. Any help would be great thanks AMD Ryzen Threadripper 3970X 32-Core Processor 3.69 GHz128 GB ram2080 tiWindows 10
hello everyoneI want to render an object for my portfolioI see a lot of people changing the viewport to normal / height / AO to generate pictures like this (soldier on the right)the problem now is that I dont understand how im able to render the viewportI know that I can swap my viewport channel to AO / normal ... but whenever I try to render it it always renders the material not the mapany ideas?
Hi there, I am trying to bake my high poly model details into my low poly model but I am facing a problem where its not properly baking my details into my low poly model as you can see near the wheels. Can someone help meout here
Howdy all!!I was recently granted access to Substance 3D Painter on my workstation at my job. However, when I start up the program it closes immediately after the first splash screen. It closes without an error or message at all. I am scratching my head trying to figure out the issue to no avail. Any help will be much appreciated.
It is a bit hard to explain but here goes, A table asset has 2 uv sets, one will be using a tilable texture, and the 2nd will use a unique 0-1 layout for overlay for variation. Is there a way to use a tilable texture on 1st uv set and texture on the 2nd unique map on overlay mode?
I have this problem whenever I export my textures I can't see my entire output map names, which is getting very annoying since I usually only need the base color and height. I see the names fine on the List of Exports, but then I'd have to go back and forth to see whether I've unchecked the right boxes. I couldn't find anyone else haviong this problem, and I would really appreciate getting some help with this issue.
I have been recently trying to bake a height map in substance painter but have been getting unexpected results. It appears to be capturing the sculpted details but also adds additional details that appear to match the wireframe of the lowpoly.
It keeps crashing when uploading an fbx, It just closes 😕😕 any fixes?
I have already baked mesh maps, such as normal, AO, etc. and imported them to the shelf.I hooked the imported maps into the fitting spot in the Texture Set Settings.However, my maps all show up with a big number (1) printed on top of them in the shelf and the maps are not showing up in the 3D, nor 2D view.There is an error message: Failed to decode bitmap.My file format is png. What can be wrong with it?
I'm new to Substance Painter and can't figure out why I'm unable to use the brush/fill tool. It doesn't work in either the 2D view or the 3D view though the material, when applied to everything, does work.
Baking in SubstancePainter causes strange shadows.I do not see any strange shadows in Maya.Unlocking the normals and increasing the polygon count did not fix it.Increasing the polygon count only made the strange shadows more detailed.The low polygon and high polygon models are the same.Please let me know how to solve this problem.I am using a translator, so my English may be strange, but thank you for reading.
Probably an obvious way to fix this but I couldn't figure it out but I have a layer of wood which has wood grain normal maps how can I erase them so that the place that I have a rivet doesn't have wood grain going through it?
So my issue is that I never use Save after the first time, I always use Save AS. Why? Because there isn't a native Incremental Save. So I never save over a previous save file, I always create another because I've had too many instances of programs crashing while saving. So yes this is minor but moving Save As to a sub menu has done nothing except make it take longer to save and require more mouse clicks. The dropdown menu doesn't feel less cluttered. Save and Save As are a pairing you'll see in nearly all software.
Hello, I'm getting banding while using the position generator, as if it's tiling. See image below.
Hello, I have a problem. Substance 3D Painter Crashes after 10 minutes everytime, all my drivers are up-to-date and my windows is also updated. I have just tested if I could use it longer when not connected to the internet, I could use the program for 30 minutes. So I don't know why but can you help me pls. Here is also a log file from substance before crashing.
Hi I would like to find out if my credits obtained are lost if I stop my subscription to painter ? Thanks
Hello, i'm exporting character from blender as fbx, then importing it in Substance, after this choose Edit -> Bake Mesh and then get some of meshes.But i need combined id(color) map mesh instead of separate id(color) map meshes for each material.How combined id(color) map mesh can be made?
Remix with Firefly Community Gallery
Thousands of free creations to fall in love with and remix in Firefly.
Already have an account? Login
No account yet? Create an account
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.