Connect, learn, and get help texturing your 3D assets.
Recently active
Hello there,My team works on building assets for a AAA project, and part of our pipeline involves baking AO at a max occluder distance of 200 for consistent AO results across buildings.As of Substance 11.1, we can no longer set the Max Occluder distance beyond 1. This is disrupting our workflow and requiring us to roll-back to a prior version.
Not sure If I named the topic correctly, but think it will do..Getting ready to export textures for a model.Model is seperated in 5 individual IDed parts for painting individually.Each part has 1 or 2 custom use channels assigned to them (user0 and User1)When I am ready to export textures (UDIM / stacked textures per R+G+B / R+G+B+A), How do I make sure that each created User0 / 01 painted layer will goto the correct model part?Will SP automatically know that the User0 and User01 created in Model Part01 will goto it?and will do for each created User0 and User01 part? I hope I explained this correctly?Trying to not make this a TL/DR topic.If you need more information / details, I'll be happy to respond with the needed intel.
Hi I am using substance 3d painter to paint over my 3d model. I can only paint one object at a time (unable to load UDIMS) and the texture maps are not fully fitted into the box when i upload the export jpegs into blender model so the model doesnt come out great. so two issues1. my uv maps arent fully fitted into the box2. I cant load UDIMS and paint across the 39objects that are attached together this is the model. I think its because the objects are touching and thats what happensI mainly want to paint and not dive deep into modelsI opened the model in opengl, directx not sure what the issue is. will include the model obj attached
Might be an overly discussed topic but when will Adobe allow you to create a Render View Preset to bring the exact settings from one project to another so to get the exact type of render? This would be a helpful improvement.
hi guys!I'm on a AMD RYZEN AI MAX+ 395 w/ Radeon 8060S, 3000 Mhz, 16 Core(s), 32 Logical Processor(s) wth 128gb of memory vram.I oticed that the Stylized filter at 4k makes Substance Painter freeze or the viewport will become unrespnsive (only the vieport, the menu are still working) . It only happens at 4k, at 2k the same filter works butter smooth.Usually, with 128gb of vram I'm able to use Painter without issue, it's actually very fast.Thank you!Max
Adding a layer merging function to the black and white mask will greatly improve efficiency.
We’re psyched to announce that we’ve just released the latest version of Substance 3D Painter. Updates and additions for this release are very much focused on improving workflow and performance. Namely: A new Ribbon Tool allowing you to paint complex repeating details, like stitches or zippers – or even text. This is even possible along curved surfaces and intricate geometry; you can now paint with patches that remain visually consistent without any stretching artifacts, or need to place elements manually. Improved Symmetry controls for fills and effects, allowing you to apply symmetry directly to fill layers and effects in the layer stack. Real-world displacement for digital twins and product design – Painter now includes Physical Displacement, which is particularly useful in fields such as product visualization and digital twin creation, where scale accuracy is vital. Vulkan support and Baker API updates, for both Windows and Linux, providing smoot
yesterday everything was fine. today i cant make a project, access shortcuts, or edit and update old project. i cant access easy mode. i cant find core files, ive reinstalled the aplication 3 times with no fix. each new install has the same issue. im using the steam 2025 version. how do i fix this
Well basically is the doubt at the title, will substance 3d painter 2026 have a perpetual steam license?thank you.
I can't seem to find out how to export the stylized generator to a base color. Also is there a way to bake the environment lights into the same base color ?
Thanks to your reports, we've established a conflict between Discord's Game Overlay and Substance applications.We're currently looking for solutions, but in the meantime, if you're facing functionality issues with Designer/Painter buttons, please disable Discord's Overlay. After tests on our end and some of your reports, it seems that a Windows 11 Security update ((KB5068861) (26100.7171)) can affect the behavior of Substance Painter’s buttons. Some are even not working at all. We’re currently investigating, but in the meantime you can roll back windows 11 to its previous update. Windows updates > Update History > Uninstall updates We’ll keep you informed of any changes.
Substance Painter steam 2025, Windows11
Hi there, I’m creating a custom tool in Substance 3D Designer to be used as a generator / fill layer in Substance 3D Painter, and I’d like to understand how this will behave in terms of memory usage under the hood. This question is primarily addressed to Substance 3D developers or anyone who knows how resource loading works internally. Use case:Inside a single Designer graph I plan to embed around 50 texture maps in 4K (about 25 MB each, so roughly 1 GB of embedded resources in the .sbsar).In Painter, the user will typically use this .sbsar only once per project, as a fill layer on top of the stack that generates base color + roughness + metallic.For one specific use, the user actually selects only two textures out of those 50 (through parameters / switches in the graph). So logically they need around 50 MB of data, while the remaining ~950 MB is just a “technical library” of textures stored inside the .sbsar. The core question:How does Substance 3D Painter handle such l
Hello In a few of my projects my model disappears when I try to render in iRay. I have checked over the settings and they are exactly the same as another similar project I have which renders fine. I've tried moving the camera out a bit, making sure alpha is not turned on and a few other changes but none make a difference, the model is literally invisible! Any suggestions on what might be causing this? Thanks
[Resources List Model] Icons memory budget set to 100MB. how do I change icon memory.
Baking Issue Video while baking my highpoly mesh onto lowpoly some parts of my lowpoly mesh doesnt bake properly. like you can see on the video guard and rainguard isnt fully baked for some reasons and they are "ripped".
At Motion Plus Design in Paris on Saturday 8 November Mehdi Hadi premiered his short film MEMORIES, created in partnership with Adobe Substance 3D and Maxon. For more information on MEMORIES, including a behind-the-scenes look at Mehdi's creative process, take a look at Mehdi's article about the making of the film.
So I am running into the following issue when I am trying to create some textures for a personal project: This glitch is happening on all layers and all channels, and there is only one texture set I am working with. I have tried closing out the project and restarting, and I have also tried to remake this project, with the same results
There is an issue with the blur filter that has been around since the first version of Substance Painter, and I can't understand why it hasn't been addressed yet. The issue happens when you try to blur something close to a UV seam - which is often unavoidable. Example: Note: while there is a workaround involving the blur tool to mitigate these artifacts, it demands a considerable amount of effort. Moreover, it's easy to miss these artifacts if we do not meticulously inspect the entire model. Is there any plan to resolve this issue permanently? I have observed numerous colleagues expressing frustration over this. Please give this matter the attention it deserves. Thanks.
I get this Issue occassionally where substance painter just adds random grey patches when I bake models, I often fix it but I forget how to so I'm asking how.I've tried: exporting as an fbx and an obj filereunwrapping several times, with smart uv and regular unwrapremaking the faces that bug outmerging the model by distancetriple checking the uvs are not overlappingno other meshes are nearbyno uv islands are hiddenbelow is how the model looks in Substance Painter vs BlenderHelp would be very appreciated!
Hi Guys, "Substance painter version 11.0.3 build 4609Windows"I can't save the file with a different name, and when I try to bake one of the meshes, Painter crashes and closes.The last few days have been difficult, as this error has appeared several times, causing loss of work time. Please, does anyone know how to fix these bugs?" [EngineBitmapLoad] Failed to decode bitmap.resource://project3/Thickness Map from Mesh arms?version=835be7529d68e24a81ef441e01defdb3f672922e[Hdf5Archive] Archive 'file:///H:/Witch/Painter/Witch_1_5.spp' appears to be corrupted. Cannot read 'resources/835be7529d68e24a81ef441e01defdb3f672922e'[ResourceImage] Failed to load image content from file 'file:///H:/Witch/Painter/Witch_1_5.spp/resources/835be7529d68e24a81ef441e01defdb3f672922e'[EngineBitmapLoad] Failed to decode bitmap.resource://project3/Thickness Map from Mesh arms?version=835be7529d68e24a81ef441e01defdb3f672922e "
I exported textures but the output directory is empty. Here's the log- [MapExporter] Could not save C:/Users/Mohammed Ali/Desktop/New Project/Sculpts/Pumpkin 3D/pumpkin1_limbs_Height.png map: Couldn't open a device on file:///C:/Users/Mohammed Ali/Desktop/New Project/Sculpts/Pumpkin 3D/pumpkin1_limbs_Height.png[IrayRenderer] Couldn't open a device on file:///C:/Users/Mohammed Ali/Desktop/New Project/Sculpts/PR1.png[MapExporter] The input map 'Opacity' needed by the map 'pumpkin1_pumpkin_BaseColor' of the texture set 'pumpkin' isn't available because: 'Opacity' channel is missing in your texture set.[MapExporter] Could not save C:/Users/Mohammed Ali/Desktop/New Project/Sculpts/Pumpkin 3D/pumpkin1_pumpkin_BaseColor.png map: Couldn't open a device on file:///C:/Users/Mohammed Ali/Desktop/New Project/Sculpts/Pumpkin 3D/pumpkin1_pumpkin_BaseColor.png[MapExporter] Could not save C:/Users/Mohammed Ali/Desktop/New Project/Sculpts/Pumpkin 3D/pumpkin1_pumpkin_Roughness.png map: C
Automatic cage mesh is an amazing feature but I noticed there's always a few buggy quirks in the cage generation that unfortuantely make it unusable.But if we could export out the cage mesh, then we could just make small manual adjustments.Somewhat related, anyone know where the cage mesh is stored? Was hoping for a workaround for now.
I followed all the steps, redeemed the code and everything but when I start Substance it asks be to buy it. I uninstalled, rebooted, nothing.
I want to paint on a UV map using the paint tool.When using the paint tool, how can I prevent the painted areas from invading adjacent UV maps?Is there a way to select areas like in illustration software?
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.