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I'm newer to substance painter, this is not a problem with the substance painter software, but a question to know if anyone knows a workaround to make this work. I recently bought a model to paint on so I can upload it to VRChat. The creator included substance files to work on the model, their UV Map is one-sided so everything you do will be mirrored it has half the body in the UV half the face, 1 hand, 1 foot, and 1 eye, etc... This makes substance mirror everything you do, does anyone know of any way possible that I can paint on the other side of the model WITHOUT mirroring, for example, if I added a design or tattoo, I only want it on one side, not both. I have included with the model if it helps Unity project files, Blender files, substance files and PSD texture files. everything seems to be made mirrored in all files that I've looked at. I have attached a default UV included with it so you can get an idea of what I'm looking at.
The problem occurred when I introduced a high-definition mesh from Zbrush and baked the textures.Stair-like breaks now occur.It often occurs in thin board-like models.It didn't happen on the other parts.How can I get rid of it? substancepainter ver8.1.3windows10
Hello, I was unsure of how to phrase the title, but my main problem is that I can't find an explanation on how to use sbsar files from the Substance 3D assets library to create compositions. I'm trying to use this file https://substance3d.adobe.com/assets/allassets/1f14fd1ea80ff59e89598390364904dddd8d5c00?q=flowered%20flowering%20flowers%20flower&u=flower in order to create a flower composition. But so far I've only been able to use it in Substance painter by adding an opacity mask, but I can't even export that opacity map (it's the only one I can't export, and I'm on pbr metal rough with alpha blending) to use in Maya, and even then I don't really know how to arrange the flowers how I want since it's a texture and not an actual model. Not sure if it's clear, I'll add a screenshot of what I've done so far in SP. Thanks a lot in advance!
Hello I am on a project and I have a problem of scale that I cannot solve.When I export my file in fbx format with unit 1: 1 cm, and I then apply a texture via substance painter, the texture is huge (x1000) and if I reduce it, it is unreadable.I changed the scale units under Cinema 4D, the object, under substance, nothing helps the result is always the same. You can see the original file c4d and result texture in substanceCould someone give me a solution please. Thank you in advance.
Startup on two separate 2019 Mac Pros with macOS 12.5.1 takes several minutes. Same version launches almost instantly on Windows system. Is this normal?
It would be very helpful if a user (especially in a production environment) could not only designate what resolution each "TextureSet" that gets exported at. But Where to... I often find myself having to toggle off & on many TextureSets because of the export limitation to just 1 (one) designated output directory. When I require to specify multiple output directories when textures are living in different folders due to production settings. It would be a BIG help if I could tell each TextureSet where to go in advance, save settings. So when I press export, the setup has to be done, only once. As opposed to be done, over and over again. Especially when variants are a factor. Would this be a feasible feature to add into a near future release of painter given this is "Adding" onto something that already exists? Possibly as a quick drive-by task? Fingers crossed! Thanks!
I started my trial period but I get an error and cannot run the program. Anyone know why?
Is it possible to get a USDZ exported from Substance Painter? I tried exporting to Stager, and then from Stager to Aero, but stager says it's sending to Aero and yet Aero never launches. So I have to open Aero from the cloud interface and of course any materials or textures applied in Painter are not in the part I open in Aero and I can't find the materiasl in Aero... ALL OF THIS SEEMS LIKE A HORRIBLE EXPIENCE just to export a USDZ, which should be an option from substance painter!?
Weiss jemand, was ws mit dem Referencecode 205 beim Substance 3D Painter auf sich hat?
I'm not really sure why these are here, I changed the topology of my life low poly mesh and baked again with my high poly but still can just see these marks. Would appreciate some advice
Hi. I have exported a mesh from Blender. In Blender, I set the cursor to world origin (0,0,0), then set the mesh origin to that cursor location. I'm looking for a way in Painter to project images to the side of the mesh at precisely the same location (relative to the meshes origin) on different projects with meshes that are roughly the same, but slightly different in size. Is it possible to drag an image onto the mesh, and set the image's projection position to a location relative to the imported mesh's origin (which in this case is 0,0,0)?
I would like to download some odler versions of Substance Painter for Linux (before SP got attained by Adobe). But I can't find any link to the archive of older versions in page https://store.substance3d.com/user/So, is there any url with older versions? Thanks.
Hi guys,For context: I am working in ACEScg color space in SP and want to export ACEScg color maps, but I have to make sure the input maps have the correct color space (sRGB for color data). OCIO is set up in the Windows Environment Variables, and this is how the Color Management configuration looks like when I open a new SP project.All good so far. The problem is that the drop-down menus below are now greyed out, so can't choose Utility-sRGB-Texture for Bitmap input color space. Any idea why this is?If I disable the OCIO from Environment Variables and choose OCIO manually, these menus are available. However I prefer to keep using Environ. Variables. I remember this used to work before.Thank you.
I've tried to click the buttons that says Cancel, Remove and Keep but it keeps appearing out of nowhere. Is there a way to disable the popup from appearing?
I crated an account to get substance painter on trial, but when I sign in it tells me the trial is expired. I have signed in and out, also I have fully updated substance.
I recently installed substance painter, followed some tutorials online step by step on Adobe Substance 3D...... unfortunately I cannot paint on my 3D model nor can I use a fill layer or add a material to my object. Could it be because my system doesn't have the requirements to run substance painter?
I'm using planar projection to place a texture on my model. This is working. The problem is applying material properties to the projected image -- how do I change the rough/metal look of the texture but LIMIT the application of the material (like rough, metal) to just the parts of the projection that are NOT transparent.My texture has a transparent background. I ahve confirmed this. So for this post, magine the texture to be composed of a check mark pattern.. In this case the projection "box" will be defined by the 4 sides of the chack mark's boarders. So as you can imagine, there is the checkmark "paint" itself, but also transparent background that then fully defines the projection's boarders. When I project this onto the nodel, it works just fine when the projection fill layer is the same material properties as the background... then all I see is the check mark of the projected texture (see pic 1 of an example of a perfect projected paint on background) But HERES THE PROBL
Hi, Im working on a big model, that needs to be textured with tileable textures to preserve texel density. Because of that, the model has a lot of overlapping uvs and part of the model goes out of standart UV space. The original texture is from quixel bridge and it works fine in unreal engine and 3ds max, but when I import it in Substance Painter I get this weird looking errors on the model, it kinda looks like padding but it dont behave like it. This is happening purely in substance painter, every other program shows the texture correctly.I wanted to paint some dirt and color variations on the model. I know I could probably import a °1:1 plane and paint on it, but I want to see the results in real time.
I think there should be a more streamlined method for adjusting only one Layer/Effect below, exactly like Alt+Left Clicking between layers in Photoshop. There is a workaround to make a separate layer, adjusting it there and then referencing an anchor point back to the original layer. But this is a bit excessive to just adjust only a Layer/Effect below.
Hi there, Currently I am using a student version of Substance but in a year I will graduate and therefore will have to pay for the program. Alas, it is way too expensive for me at this point and I would want to get the Steam version. But as I've read everywhere, you only have the 2022 versions and future updates will have the be purchased from... somewhere?1) Is it a good call to get the Steam version?2) Where would you get the updates from and install it on steam?I'd love to hear what you all think! 😄
I'm doing a project where the requirement is to have a specular map of my texture. However, no matter how many times I try to export the PBR Specular and Glossy output, the final result is, all the maps are there except for Specular and Glossy. Please let me know how I can export a Specular map from Substance Painter.
Hey guys,So quick explaining the WHY, I need to put identification letters on models daily in my workflow.So far I usually create an alpha with the lettering and typography in Photoshop and then export it.I wanted to know if anyone knows of a more optimized way to already have a smartmaterial with all the alphas I would use it(all alphabets and numbers in Arial for example) or if there is a way to create a plugin that stocks as many alphas as I want with a few clicks.
When using OCIO management, is it possible to hide the display name in the Viewport's dropdown menu? Our workflow involves passing to Painter a single display with multiple views; currently the dropdown looks like:displayName - some_view displayName - some_other_view displayName - ..._view displayName - ..._viewwhere the last two entries are getting truncated because the combo of displayName, viewName is too many characters. Since the view name is the important piece of data, I would love to mask the display name. This is in 7.4.x if that matters.
I've imported an fbx object with 4 layers, 2 of which are designed for textures with alpha layers. My issue is that that while the 2 first model layers (one layer with a corresponding layer for alpha) works perfectly fine, the two last layers does not allow me to paint directly on the model. Turning the brush size to "huge", it will sometimes paint on the model depending on the angle when brush wildly over the model, but the paint will not correspond to a natural place on the model. Using the 2d view instead gives another issue. The texture fill layers seems to be shifted to the right, meaning I can't paint on the texture (with masks), instead I have to paint over the grey cover which shows no texture. I've attached how my 2d view of the textures look for the layers
I'm Attempting To Export Some Textures For A Model I've Been Working On For VRC, And Am Using A New Export Template That I Came Across In An Attempt To Get A Better Output. I Know Very Little About What I'm Doing And Am Just Using A Template That Was Reccomended To Me, What Is Wrong Here And How Do I Fix It?
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