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Hi therei have a strange problem when baking maps. i dont know what should i call it (maybe normal map artifact or something). refer to the pics i've uploaded you can see the reflection of the fingers on the others on normal map.I've tried more than 5 different UV's and baked one after another but all of them had same problem.all replies will be appreciated.substance painter version:8.1.2 build 1782PC specs:i5-8400GTX 1070 8Gb16Gb ddr4if you want i can provide mesh files too.
I'm developing a course on PBR materials using Substance 3D Painter. I'm finding the tutorials offered here to be excellent for introducing most concepts. I haven't seen anything there addressing refraction maps. I'm about to look at some on YouTube, the most recent being about 6 months old. I'd like to ask this community though - is there something you would recomend? Likewise emissive materials, if there's anything you like for those. Thanks!
I use Substance Painter and Photoshop almost everyday, but each software is linked to a different account. A company e-mail and my personal one. I know I can logout and login to a different one when switching apps, but the case is that I always need to use both at the same time.Please allow us to login to two different accounts at the same time, since Adobe bought Substance Painter I can't work efficiently anymore, because I have to waste time switching accounts whenever I need to change apps, that's dumb. Or another solution, if your devs can't allow two accounts at the same time: once you open a software, make it usable until you close it, whether you logged off the original account or not. Just do something for your clients.
First of all, the way this forum is designed SUCKS. If you type a bunch of stuff in this field and then change the "Conversation Type" radio button above, it erases everything. Brilliant web programming Adobe. Now, is there a way to change the color or properties of the default material? If not this is ludicrous. This material shows as a glossy white material, which is a real pain the ass if your model also requires a similar material to actually be created on parts of it -- a situation I am currently dealing with, with a very complex model with a lot of small parts. I need to be able to see at a glance what has been painted and what hasn't. Yes, I KNOW I can go into "Base Color" mode, or create a colored fill layer at the bottom of my stack. But these are both inconvenient workarounds, and the latter simply adds bloat to an already large project file. There should be a way to either turn off the default material completely in fully shaded mode, or change its color to somethi
It seems really weird that paint and fill layers currently share exactly the same display icon in the layers palette. These are fundamentally different types of layers, so they need to have clearly identifiable different icons so that artists can see at a glance what type of layer it is. Currently, SFAIK, the ONLY way to tell the difference is to click on the layer and look to see whether or not the the paint tools are disabled. Really?
Hi everyone,i'm i trouble with a motorcycle model, and i woul like to know the correct workflow according to the final use. The final use of my model is just for visualization and not for games.I know that the correct workflow it should be the baking of the higpoly mesh in to the lowpoly mesh and is what i triyed t o do in this case, but when i apply a subdivision to smooth the mesh for a rendere, in Blender Cycles, it shows me weird artifacts:I'm clearly doing something wrong, and i suppose that my mistake is that this workflow is more fore game assets and not for visualization. I suppose that i must siply unwrap and texture managable hig poly mesh and work with it. I wait for your suggestions. Thanks in advance to everyone.
Please give us a way to disable the wireframe that is automatically overlaid on the model when using mesh fill. This frequently completely obscures which surfaces have been selected.
Hallo zusammen,ich habe vor gut zwei Jahren mein Hobby Erweitert und erstelle über Blender verschiedene Mesh die ich in der Unreal Engine 4/5 in einer mein Projekt verwende. Jetzt möchte ich die Mesh Texturieren und bin bei der Suche auf verschiede Programme gestoßen wie zB. Quixel Mixer, Mari und Substance 3D Painter usw. In diversen Discord Communitys in den ich mich bewege, empfiehlt man mir Substance 3D Painter, als ich an Quixel Mixer gescheitet bin (schlechte Steuerung, Instabil, etc.), es macht einfach kein Spaß damit zu arbeiten.Auf der Suche von Substance 3D Painter, führte der Weg hierher und man müsste ein Abo abschließen. Ein Abo kommt aber für mich nicht in Frage, ich besitze gerne was ich kaufe. Also suchte ich weiter und fand dann Substance 3D Painter 2022 unter Steam zu einem Einmal Preis?! Jetzt habe ich dazu ein paar Fragen, die selbst mir die Discord Community nicht beantworten konnte, da den nicht mal bewusst war, dass es Produkte von Adobe zum Festpreis (ohne
Hello folks... I'm using a black mask for a material that I want to reveal over another. With the mask selected, I'm using the paint brush to paint in the areas I want to be that particular material. I hope that made sense. Now, there are some faces, small and at right angles to the rest, that refuse to be painted / erased. They remain the color of the material beneath it in the layer stack. I've tried painting by face, but that had no effect. Thanks. Windows 10Painter v7.2.1
Hello,is it possible to fix this seams in the color channel?Regards,Jochen
Hello, I'm thinking about buying Substances Painter on Steam because I'm not a fan of subscriptions. Now I'm asking myself if I should wait for the 2023 edition. 1. Will the 2023 Edition be available on Steam? 2. How much will the upgrade from 2022 to 2023 cost with the reduced upgrade price? 3. When will the 2023 Edition be available? 4. Will the automatic UV creation tool be improved in 2023 or will it be the same as in 2022? thank you in advance.
Give that the texture export process is probably THE MOST IMPORTANT THING that Painter does and is the ultimate point of the software's entire existence, would it be too much to ask that we get some sort of confirmation that textures have been successfully output and the process is completed? It's ridiculous that there isn't one. Likewise, a more obvious update on saving a project than the TINY "project saving" barely visible in the bottom right of the UI would be nice. Projects can quickly get into massive file sizes so saving takes a long time. These types of things make busy artists' lives a lot more pleasant. Thank you.
Is there a way to make a selection or mask using the transparency in a PNG texture that's plugged into a fill layer? I'm thinking something along the lines of the way you can do this in Photoshop by Ctrl clicking onto a layer that has transparency to select only the pixels that have values. I have numerous PNGs with transparency plugged into the color channels of fill layers being 3D projected onto my model. I want to be able to select or mask these areas so that I can create custom isolated roughness etc for them. Is there a way to do this?
Hellow! About height value that changes form 1 througth 0 to -1i can change height value in arbitrary order (0.2 0.56 1 -1 0.455) and get "hilly, bumpy"Is there is any possibility to restore height value to zero using mask to het flat "surface"?
Is there a way to have only select channels active by default when you add a new fill layer?I have set up a template file with some custom channels for my texture sets. Some of these are support channels and dont need to be used on new layer. Is there a way to turn them off by default so we dont need to manually turn them off each time. Maybe having an eyeball icon next to the channel name in the texture set settings might work.Also is there a way to set the default colour of a channel? If I want to have the default colour for a User channel mask as black I would currently need to change that manually each time.
cannot activate my account using the licence key I have, any help ?
Hi. I have two computers. The old one works fine. My new built computer, a clean install of Windows and I installed Substance Painter (latest version as of today). After the installed it did run. I closed down, then reopen and it open the splash screen then screen goes full white, nothing but white and it never moves forward. I uninstalled and try a early version but same result. Before you ask for a crash log - how do I do this please. I am running a AMD Threadripper and have 2 RTX 3090 video cards. Help please as I can not use Painter on my new system.
I have no idea what just happened to my substance painter. I leave the software open over night. And this is what I saw in the morning. The painting mode is just like this(the attached photo). But the rendering mode is working properly. When I move the cursor, I can tell that the 3d model is in the right place but just the viewport is scaled down and moved to the left bottom corner for some none understandable reason. I have tried to reset UI, delete the folder under C - users - documents - adobe and the folder under AppData - adobe. I also tried to reinstall the software. And of course, reboot the computer. Looks no help at all. Please if you have had the same problem before, leave the message and if you have solved the problem. Please Please let me know. You will just save my life for sure.
Hello, I have installed the Substance Painter Plugin in UE5 and i see we can import Substance materials into UE. However, if i right click on a Static Mesh, i don't see a way to send thegeo to Substance-is there a way to do this?
Where can I find documentation on the available Python sub-modules?All I have been able to find are some example scripts:https://substance3d.adobe.com/documentation/spdoc/creating-a-python-plugin-197427756.html
I encountered problem when baking my mesh on Substance Painter. Ambient Occlusion map is the cause of weird gray shade artifacts appearing on the surface of my mesh. Anyone know how to solve this? I'll include my .fbx file down here.
So I’ve been having a lot of problems with baking and couldn’t get a decent result at all. No matter how I adjust the cage before baking I always get very weird results and disfigured silhouette of my armor. I don’t understand what I do wrong?It’s not supposed to be that my low res is that low cause I’ve also attached an example of a very cool project whose low poly is even lesser polycount at certain areas, and yet it holds the detail incredibly well. How does that work?
1. Add options for different resolutions for specific textures.2. Allow for custom sufix/prefix withouth having to create new output template. Our game engine uses additional maps to run sheen/sss ect. We have set up the custom user channels to paint these maps.However, to save memory, we dont need these maps exported out at the same resolution as the base maps.It would be nice to be able to specify a different export resolution per texture the same way you can specify a file type and bit depth. Also having options of 1/2, 1/4 or Double the texture set size as well as specific resolutions might help too.Being able to add a prefix or sufix without having to make a new output template or changing the material name or manually changing the file name would be helpful when making variations. If we exported our textures but also wanted a clean version without the dirt for example we could just add a simple _clean prefix without having to search through an extensive list of o
hello i try to learn how to make game assets and i made my models in maya i make them on top of each other same the same translation & rotation and scalei named them the same with suffix _low_high but when i import them into sabstance to bake the details theresult is bad can anyone help me to know why this happen please ??? this is the result on sabstance painterand the others photos how they match each other in maya
Using UDIM workflow is actually NOT possible to increase the horizontal and vertical Offset value for UV transformations beyond -1.0 and +1.0 And values larger than these ones would be necessary in examples like the attached one (see image) I can MANUALLY move my map to that 1004 tile, yes, but my Offset value does NOT reflect that final position. It should be aproximately 3 and not 1 And since that visible value is constrained between -1 and +1, I can not be sure if it’s really 2.995 o 3.005 or so… In much other sliders, both for Painter and Designer, we can go beyond the default max and min values, but not here. I consider this a severe limitation (bug?), since I can not precisely located my maps. Or maybe is there some way to change this that I’m not aware? Thanks!
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