Connect, learn, and get help texturing your 3D assets.
Recently active
Essentially, I might be dumb or something, but when painting over a mask, regardless of whether I am doing it in 3d or 2d view, multiple faces that have absolutely no relation to each other get painted over. They have no UV space overlaps and they're not even close to each other. Example on video:https://youtu.be/EETRMgFpy7QThe models are made in blender and also exported from blender.I tested this and it was a problem both on a 2019. january version and on a new 2021. november version.I am using Windows 10, build 19044.1826. Perhaps this has to do with SP's file settings? Or Blender's export settings? I have no idea and I've encountered this before. Thanks for reading.
I purchased Substance Painter on Steam and have been using it regularly. I recently tried out the new Pen Fill tool introduced in version 11.0 — it’s a great feature, but I noticed there are very few adjustable parameters available at the moment. I’d like to suggest adding more control options to the Pen Fill behavior, especially something like stroke spacing or density adjustments. This would help make the tool more usable across different texture resolutions. Currently, the default fill mode produces very visible jagged edges on low-resolution maps, making it hard to achieve clean results. It would be really helpful if the Pen Fill could inherit some of the flexibility of the original Pen tool, while still supporting clean, resolution-independent fills for closed paths. Thanks for your time, and I appreciate your continued work on the software.
Hi, Is there a way to lock a diffuse layer but still use it to to clone from? I'm creating a character for DAZ Studio. He has a geograft setup so it basically conforms to his pubic area but hides the underlying geometry in the torso so it moves more naturally with the body when posed. I'm using a merchant resource, meaning someone did all the hard work for me as I'm lazy (LOL). The issue is that there is a noticable line where the geograft meets the torso's mapping and I need to figure out a way that's not too over the top to blend this out. I did have a thought about this and was wondering if this would work. Lock the torso layer but use it as a clone area to remap the edges of the geograft edges. I can't mess with the torso mapping because if it gets muddled with then when folks are using the figure without the geografted figure there will be that issue to deal with. Will this idea work? Yes? No? If
I updated my version of Painter. I believe it's 11.0 (has a picture of a dragon's head when you open it). I'm using Windows 10. The option to Export to stager is no longer there in the File menu. I though about uninstalling Painter, then reinstall Painter. I'm hoping there won't be an issue with the reinstall, but thought I would post my issue first.
Hey everyone, i’m having what seems to be normal map artifacts when baking in Substance Painter after exporting from Blender. When I export with Shade Smooth, I get these strange edge artifacts, but when I export with Shade Flat, everything works fine.I’ve tried recalculating normals and applying transformations, but the problem persists when exporting with Shade Smooth.I tried pinching the edges but it just creates more and more artifacts.Substance Painter bake settings seem fine, but the artifacts only appear with Shade Smooth. It's like it's creating edges that aren't in my low poly topology. Any advice on how to fix the issue with Shade Smooth while keeping the correct normal map in Substance Painter ?
The two $24.99 subscriptions from Adobe and Steam are different, right? I want to make sure it's not a typo or anything before I sign up the one from Steam because I have no use for S. Sampler. Steam subscription have any limitations for S. Painter and Modeler?
Hello. When I try to export textures with matfx oil paint effect applied, result is not same between exported texture and the one inside Substance. If I don't use matfx oil paint, then it's all good. Below shared two image before and after export. Any help would be appreciated.
Hi Substance Community! I am a footwear designer who is looking to create a complex knit pattern for a shoe. I want to use different knits that all run together like a seamless pattern. What would be the best way to go about this? Hope this is enough information. Thanks!
Hi, I'm an indie animator/director new to Substance 3D Painter. The new stylized filter is great, but it doesn't have any brush stroke direction control except for the 'make it random' and 'follow mesh' option. I'm actually really surprised the filter doesn't have a Flow map input, it just makes more sense than the default 'generated by random noise' direction. I'm assuming I might be missing something, or having a flow map defeats the purpose of a filter in the first place. Is there any way to manually input brush stroke directions with stylized brush strokes? any workaround would be fine, even if its manually painting and not using the filter.
I'm trying to figure out the best way to cleanly paint from one UV island in a Texture Set to the next UV island in that Texture Set. I found the method below in one Adobe Substance 3D Painter tutorial but it is a little complicated for being a practical workflow:Mask with Color Selection from baked ID Mesh Map:1. Load object2. Select Mesh Map Baking mode3. Select "ID" mesh map type to bake4. Set color source to Mesh ID / Polygroup for the ID mesh map properties5. Bake mesh maps6. Select paint layer7. Add Mask with Color Selection8. Choose color selection mask layer9. Click pick color button10. Click on object geometry color in 3D viewport11. Select paint layer12. Paint13. Add new layer14. Repeat steps 6-13 for each new piece of geometryIn another Adobe Substance 3D Painter tutorial, I realized that this shorter workflow could be used with Geometry Masking of each Layer's paint:Layer Geometry Masking:1. Load object2. Select/Add paint layer3. Name it to the mesh part4. Select the layer'
I mess around with star wars clone morphs but i cant get the parts into substance painer. others can by making them obj files but mine turns into either a stager file or just doesn't work, Can someone help?
Hello,I'm developing a custom plugin for Substance 3D Painter version 11.0.1 using the Python API on Windows 11.Using add_plugins_toolbar_widget(), I successfully added a QPushButton to the plugin toolbar. However, I’m having trouble matching the button’s size to the default plugin toolbar icon buttons (such as the resources-updater icon).I tried using setFixedSize() to manually set the size, but it doesn’t perfectly match the default icons.Here is a simplified version of my code: import substance_painter from PySide6 import QtWidgets # Global variable sample = None class Button: def __init__(self): self.initialization() def initialization(self): self.init_widget_button() self.show_ui() def init_widget_button(self): self.button = QtWidgets.QPushButton() self.button.setFixedSize(32, 32) def show_ui(self): substance_painter.ui.add_plugins_toolbar_widget(self.button) def cleanup(self): if self.
Hello, I feel like I'm missing something basic. I'm drawing a path on a super simple straight surface, and instead of being a straight path, it's bending all over the place. I tried toggling corner/smooth, which does *something*, but certainly doesn't make the path straight:What is happening? How do I create a straight path? Substance 3D Painter, version 10.1.2Build 4105 - 5ac1e5465eedb521dd6c13c1a61a8eca1ecc27d0
In the "Export textures" window there is a checkbox "Export USD asset".Is it possible to enable this functionality in an export config when exporting textures using Python?
When baking a curvature map, artifacts appearSomething similar to polygonsSampling radius helps a bit but it's not enoughhelp me fix this please
My issue is very simple, but the solution seems to be difficult to figure out. When I load in a mesh and try to apply a material to it, it doesn't display on the mesh. It remains as the default grey. Even when I load in the sample files like Mat or the sample sphere, which are already unwrapped. It's absolutely not a UV issue. When I load in a low poly mesh that I've created (perfectly unwrapped) and bake the high poly mesh on it the maps bake, but they do not display on the mesh in the viewport (not on the 3D mesh or the UV view). In the maps panel it shows that the low poly has the details of the high poly (ID, Normal, etc..), but they do not display. I've looked everywhere for a solution and can't seem to find anything on this issue. I appreciate any help. Thank you. Chris
Hey since the update of bledner 4.4.0 . I have isntalled the 2.3.0 versions for the addon , whenever i click the load button in blender in susbtance paintertab , it says succesfully initiallized , ut nothing happens , i keep waiting but nothing happens and it does not in fact open the wnidow for selecting the sbsar files . At first it took me a hel lot of troubl installing it and yes i have already unisntalled the integration tool in appdata folder . plz a little help would be appreciated
As topic says, my pen pressure recently stopped working in Substance Painter (latest update).I'm using a Huion Kamvas 22 plus and pen pressure works perfectly fine with both ZBrush and Photoshop.I tried reinstalling both the Huion drivers and the Substance Painter application but that didn't solve it. Additionally when trying to paint in Painter the program registers the stroke for a short moment then it freezes for a second then picks up where the pen is currently positioned, so it feels very laggy. It only does this when painting with the pen. No lag when painting with mouse
The tablet works properly, I've tried on ZBrush and krita and the pen pressure works. But in substance, I keep trying things and doesn't work. I've tried activating and deactivating windows inkI've made sure I have activated the pen pressure option next to brush sizeI've reinstallated my huion driver, and also tried a previous version Still doesn't works, any ideas?
I'm trying to fix a model with a mediocre bake (lowpoly from Maya, highpoly from ZBrush) by painting on the ambient occlusion, but I'm unable to do so. I tried following the instructions on this tutorial, but the message "mesh maps are not paintable" keeps appearing. This is the model's AO as is right now
In Maya I have a mesh where I mirrored the top half of the geo, which also mirrored and stacked the uvs. I did this to increase texel density. I then exported as a .fbx file and made sure to export smoothing groups but not tangents and binormals. Next I imported the mesh into Substance Painter and checked the box to "compute tangent space per fragment"I didn't bake, but just applied a brushed metal material (not even a smart material). I see very visible seams where the geo was mirrored, please see the screenshot below:Here is the uv layout in Maya. The checkerboard pattern is aligned so I would think the pattern should be contiguous:Could it be related to the filter?
How can I change the color of a 3D material to look like the image?
I'm hesitating between the RTX 5070 (12gbs vram) and RX 9070xt (16gbs vram), They are similarly priced, but the RX 9070 offers better performance and larger VRAM capacity. I personally prefer Nvidia GPU but my main concern is that I'm not sure if 12g of vram would be enough for 4k texturing, and I havn't used any AMD GPU before so I'm not sure if its going to be any impact on my workflow.
Ive tried re-installing, Ive updated my drivers and added as much cache as I could. It happens no matter how large or small the object file is, and it doesnt matter how many layers I have.Specs:Ryzen 7800x3dNvidia Rtx 407032gb of Vengeance 6000mhz ram
How does one solve this error message? And what is a "null surface"?
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.