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HelloI've been making weapons for a game called Garry's Mod for a while now and have encountered this issue sometimes where my weapon's mesh looks fine in substance painter but not when exported and in-game. I'll attach some pictures down below so you can get a good view of it.Is there anyone that can help me alleviate this issue?Many thanks.
My Steam version of Substance 3D Painter updated from 7.4.1 to 7.4.2, but I wat to stay on 7.4.1 for some time.Is there a way to delete updates or to upload the 7.4.1 version from the Adobe website or Steam?
I'm new to Substance Painter, and am using a black mask to put a texture in certain places on my sculpt. Instead of a clean stroke, it looks like I'm carving a chunk out of layer of paint. When I switch to a white mask, I'm definitely putting on layers of paint, which may explain what's happening with the black mask (e.g., digging into a layer of paint). I just want the center part of the stroke without the chunky paint around the edge. How do I get rid of the chunk at the perimeter of the reveal? I attached a pic below. Thanks in advance.
In trying to repeat my first exercise of adding skin texture variants to a character head. For example, forehead skin texture to forehead, cheek texture to cheek etc, etc (which worked exactly as the tutorial explains the first time I experimented 4 months ago) I now seeem to have odd results when I paint white onto the black mask. Instead of just revealing the texture in the localised area required, it also adds a shading effect around the outside of the stroke that creates the illusion of an indentation which you can see on the attachment. What am I doing wrong now that I was't doing when I first tried this 4 months ago? Any help would be greatly appreciated.
Software: Substance Painter 7.1.1 build 959 on Windows Server 2019 Datacenter 64 bit version 1809Hardware: Intel Xeon Platinum 8259CL CPU @ 2.50GHz, 128 GB RAM When saving any new Substance file, and then updating/overwriting that file ("Save" instead of "Save As"), this Hdf5Archive corruption error appears. This includes the Autosave function: any file that has been Autosaved cannot be opened again. Saving up a brand new file ("Save As") is the only stable way to reopen the file for future work to be done in it. Error log attached.
Hi I am have a problem trying to bake my meshes in Sub Painter. I have never had this problem before and I have been trying for a number of hours to try and fix it to no avail. In blender all my objects are unrwapped with their own textures. None are overlapping because they are seperate. Nothing shows like there is an error in Blender its only when I bake in SP. I have narrowed it down to two meshes 1) the main wall that you can see in the image. 2) a window frame that appears in the top left. When I leave out the window frame, the rest of the meshes bake fine. It's only when I include the frame do I get those nasty lines on the main wall mesh. Obviously it has something to do with the window frame but I cannot work out what. I have even deleted it and duplicated the window frame from the right side and still it happens. Hope somebody can help?
is there any tips / tricks to draw with edge of the brush. thank you for your answers.
I'm currently using Substance 3D Painter 2022 7.4.2, but I need to downgrade to 7.4.1 at work. Please tell me how.
Whenever the roughness is low (metallic materials, etc.) using this filter, I often get these artifacts. Any suggestions? The first screenshot is how it looks without baked lighting.
Hello, i would like to make this feature suggestion as i think is really important. Many artists that works on mobile games, or games that are browser based, and what not. Artists are making use of the 2D texture feature export which contains all baked information including environment sky. I tried all kinds of plugins to fake light in texture for the back of my models, but all are based on the bake information and not an actual light in the scene. I want this because i want the sky information to be included in my 2D texture export, and most of the hdri's can't do back and front light the way i want for my model, and usually i rotate the skybox to light the front of my model, and the back is left out darker.If the Adobe Substance 3D Painter dev team could include 1-3 point lights, and the ability to turn them on off, and move them in the scene would be a dream. To be able to change the point light color, and the light to affect the UV texture, which will show when is exported all in o
Has there been a change recently in regards to importing a texture map UDIM sequence into Substance? I have attached two images. The first image shows the settings used to import an OBJ and three seqentially-numbered normal maps. Though it's been a while since I've created a similar project, this is how I've always done it. However, the second screen shot shows that Substance Painter does not recognize the UDIM sequence, and loads each image individually. Has something changed, or is this a bug?
I know it should be possible with 2 different seeds for the material and opposite masks, but I don't know how to do that. I tried but it was quite convoluted and you could see the "gaps" between the two different masks.
I created this model in Blender and now I want to texture it in Painter. When I bake the mesh maps the result is completely off and there are those weird squares in them. I don't know what to try anymore can someone tell me what is causing this ?
I was wondering if if any of you knew how to change font type in Adobe Substance 3D Painter.
I have this substance painter file I have been working on since the beginning of the month. I haven't touched it since the 16th but when I came back to it today, the 30th of march, the file opened, displayed nothing and just had an error message saying the file is corrupted and cannot be read. I haven't done anything to the file or havent done any updates to substance painter since, or any resets to my computer. Is is possible to recover the file and if so how would I be able to do it? It's quite an important file and it's going to be awful if I cannot recover it... Thank you
Hi I'm checking out Substance 3D Painter for the first time. I grabbed the trial from Creative Cloud. Upon opening the software, the view port is flipped upside down in the two main windows. When I try to make a new project or open a sample, Substance 3D Painter crashes. I'd like to check out the trial further, but this is as far as I can get. Environment:Mac OSX 11.3.1eGPU Vega64Substance 3D Painter 7.4.2 build 1551Wacom ONE
Before I subscribe to the plan I would like to try it out, yet the download is not in english
Hello, I'm studying Game Art in germany and I use 3D Painter nearly daily. My question is the following: Will there be new free student licenses available after Substance has completly moved to Adobe in september? I can't find a clear answer in the Q&A.
Hello, I'm still a beginner.I'm preemptively creating this post because I don't know where to begin with this one.Basically I have a computer keyboard for a game (office setting), it has all the keys you'd expect. I made high poly keys and low poly keys, there's also the "board" part of the keyboard, I wanna make a high poly and low poly version of that too.Basically, I know it's probably possible, but I don't know how to bake the entire high poly keyboard onto the low poly keyboard without messing up the projection.It's an Apple/laptop style keyboard, so each key will have its own hole and be embedded in the board, on the high poly version, and on the low poly version it will just be the keys floating slightly above board, and then the holes of the keys on the board will be part of the normal map. I wanna bake the high poly keys on the low poly keys, and the high poly board on the low poly board, all in one texture map, but I don't know how to do that without messing up the projection
How do you read environment vars? Was hoping it was as simple as process.env.ENV_VAR, but that does not work. Also, when using project.save, and isBusy() is true, what is the best way to wait until Substance is not busy and then save? I am basically creating a project and then saving it. For now I am using a setTimeout to 5 seconds which does the job, but maybe I can temporarily listen for the busyStatusChanged event when isBusy is true? thanks!!
I work with a ton of icons on my 3D assets.Currently I have to export said icon as an .svg to my 3D modeling program, give it thickness, etc...to eventually bake said icon on my asset with an ID map.It's weird that there's no snapping/alignment tools (AFAIK) that aligns your brush perfectly.This costs me a lot of time having to go back and forth programs for adjustments. Would love to hear if there's a way of doing this or if this should be a feature request!Surprisingly I can't find topics relating to this...(Yes I know I can always eyeball it and try to use support edges to help align it better 😉 but for really big icons it'd only help so much...)
Hello, I hope someone can help me. I play a game called rust I just bougt substance painter to try and help me make better skins. I was just using the defuse.png file in Gimp and it wasn't that bad... Example if I take the defuse.png of a face mask paint on it copy a texture to it whatever if there is a part of it I don't want to show up be clear or see through I just use the wand and paint over it in alpha and when I load in the skin it looks like that part is missing how do I do that with an obj file in substance painter can someone please link a easy to folow video. thank you for your time.
Hi,I've a problem in working usdz files on iPhone.When I try to activate usdz file on iPhone, it has been shut down suddenly. The usdz file size which I made from substance painter is 82.8MB.Does it need to make the file small?
Hi, perhaps this has been asked before but I don't really know what words to use to find a proper answer, I've been looking for quite a while. As my base 3D program I use Maya 2019 and sometimes I make models which need to be rounded properly such as pipes or anything with cylinders. This is where I get confused sometimes about the proper workflow on getting the object properly to SP: For example if I just smooth mesh preview it (aka 3 mode) and export it as fbx there seems to be some stretching in the UV's specifically at the borders (see also attached stretch_01.jpg) and this becomes a problem when baking sometimes in SP. With some models I can do a work around using the soften edge option in Mesh Display but this does not work on some models and they remain too choppy to propely bake any mapping. The smooth mesh option to preserve edges (instead of cadmull clark) doesn't work when you export a model) Usually I would smooth mesh from preview and would just use that mod
I am thinking of buying SP on steam since it seems like a 1 off purchase.I think previously, before Adobe aqcuired SP, if you bought it on Steam you could keep using it after a new version comes out. You would only miss out on new yearly release.Can I keep using Substance Painter on Steam after 2022? Or will Adobe ask me to renew a licence again?The thing is, I am not a professional, I cant justify the 20 dollar a month subscription to access SP. I wont be using it to make money, just to learn 3D modeling and texturing. Thanks!
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