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Hi,I just got Substance Painter to paint UDIM models, but this infuriating glitch won't let me. Whenever I import a UDIM texture set, it gives me the "failed to decode bitmap" error (in screenshot below), then the entire texture set dissapears from the project panel when I reopen the project. I tried all the solutions previously listed on this forum. Renaming and reformatting the textures doesn't solve the issue. The only solution that does work right now for some reason is to delete the UDIM tile denotation in the texture's name (e.g. renaming "Diffuse_1001" to just "Diffuse"). But then that completely negates the UDIM import for those textures, making the solution redundant. I've been stuck trying to figure out a viable solution to this glitch for a week now and I'm starting to think of dropping this program. Can anyone please help resolve this? Thanks(P.S. here is the attached error log as well).
Hi, When I try to load my project.spp file I recieive this error message: [Scene 3D] Unable to open file "".[Scene 3D] Failed to load 3D scene.Unable to open file "". Any help would be hugely appreciated, there's a lot of work in this one file. Thank you.
I need them back quickly for a project which can only be done a new PC, the GPU on the last PC it was on broke.Support page said that as long as both accounts use the same email, I can retrieve the license key. I want to use those specific versions (2020 versions) so a trial is no option for me due to no backwards compatibility.I found an official download of that version but is only asks for Substance account and licence file.I have the licence keys already via the original emails.
First time using substance painter , a old version of substance painter and this is what i see in 2d view it show me only the front side and a color in the back side like the pictureAre all versions of substance painter similar ,Should I use a new version to see both sides or is something comon in substance painter , i have to export this texture to second life , any help will be appreciated
I had a longstanding subscription and gained lost of substance points. I occasioanlyl downladed stuff with them. Recently I realized my points and ability to get stuff was gone. This is highly upsetting for two reasons:1. I already paid for the points2. I can't afford a subscription to download stuff. And either way - I had SOOOOOO many points - now I would have to PAY for a LIMITED amount of points per months. What can be done?
Hello! This may be a dumb question. But, when I put my smart material on my mesh, it is really scaled up, so it looks really ridiculous. For reference, I'm trying to make planks of wood, and when I made the material it was all great and was the correct scale. But, when I placed it on my object, it was all HUGE and only showed like 4 huge planks. Thank you all so much in advance - A substance painter noob
I recently got verified for a 12 month student license for Substance 3D, and can't get it to work. I redeemed the code, but can't use substance without paying. When i try to use the code again, but it says that it's already been redeemed.
Hi, substance painter on my laptop with Nvidia rtx 5090 24 GB vram, Intel ultra 9 275 Hx CPU and 128 GB ram, does not work, runs between 2 and 4 fps, impossible to work .Hello, I'm using Substance Painter on a laptop with an NVIDIA RTX 5090 GPU (latest Studio driver installed). The software starts, but the viewport is extremely slow and the GPU isn't being used correctly (verified via GPU-Z and Task Manager). I've already tried the following: - Forcing GPU usage via the NVIDIA Control Panel and the Windows graphics settings Clearing the shader cache - Adjusting TdrDelay in the registry - Testing both the Game Ready and Studio drivers Substance Painter shows GPU usage of only 0-4% and isn't effectively using either the video engine or the VRAM. Is there a planned update that officially supports the RTX 5000 series (Blackwell)? Or is there a version that's compatible with this GPU?
I applied for the free 12 month Student licence last year and wanted extend it, so I applied again and redeemed the code I got in my E-Mail. When I go in my Adobe Account, however, it still says that my license has been suspended and that I need to update my payment info to reactivate it. When I go to "redeem new code" it just sais that the code has already been used. Do I have to just add a payment method for it to work?
Hi,I would like to make this texture material in Substance Sampler.Does anybody know how to make it?Than you.
I'm trying to import several .sbsar assets to my library, but regardless of importing them as alpha, basematerial, filter, generator, procedural, or texture, I get the "[Resource Import] ... cannot be imported as..." error. I feel like I'm doing something wrong, but there aren't any clear instructions on how to import these assets. This is one of the several assets. They're all stitches and seams like this one.https://substance3d.adobe.com/assets/allassets/428ec3393f0d1d58f556c304a467427d008a530e?assetType=substanceDecal&category=Soft%20Surfaces Substnace Painter 7.4.3Windows 10 21H1
Hi, my student license to Substance 3D products ran out recently and I was hoping to renew it but I recently changed schools. When renewing it, I mistakenly used the email of my last school which I don't have access to. After trying again with my current school's email, Identit-e gave me the message:"DENIED - You are only allowed to redeem 1 discounted product every 365 days. Our records indicate that you have already redeemed within the past year."even though I have not redeemed the license because I can't access the email.
I was wondering if its possible to get a 3D paint bucket tool in susbtance painter similar to photoshops paint bucket tool but in 3D that fills in the areas where you painted. I would find this extremely useful in my work since I have to manually paint reflective maps for products in susbtance painter and having a paint bucket tool would greatly increase my productivity.
Case scenario, Im doing an airplane panel, and I would like to make AO for the gauges, but the glass texture set will darken the result. Isnt it somewhere a simple tick does says, exclude glass from AO computation?
Matthias Schmidt’s new Procedural Planetarium Signature Collection delivers a rich set of procedural planet materials – from icy moons to gas giants to ocean worlds – built for Substance 3D Assets. All materials of course incorporate modifiable parameters to allow it to fit your stellar needs, and node graphs are provided allowing you to study Matthias's expert approach to material creation. In our new article, Procedural Planetarium: Matthias Schmidt on Filling the Night Sky, Matthias details the techniques he used to recreate layered atmospheres, emissive “civilization” masks, and more to create these astrological wonders, incorporating outstanding visuals and practical tips you can drop straight into your material workflows. Take a look today! (Or, y'know, tomorrow.)
Using a scratch stencil, I see that some scratches show up properly oriented, some seem misaligned, and some seem tiled (even when tiling is disabled). How do I properly align the stencil properly so the effected area is more predictable?
I have test the GPU, worked with AMD Support AND support with the manufacturer and a PC technical agent.All found the fault to be with Adobe Substance Painter.I have been able to bake 4k textures for my projects but I can't even paint or do anything because the program with lag and become non-responsive when I interacte with the viewport.I have been trying to get help from Adobe Technical Support since three weeks ago and recently tried to get help here. I'm posting in hopes of getting help.All other support team options have failed and I when I tried to go into a call and have assisstance, the person didn't seem to know what to do. Please help. I don't want to pay for a subscription to something I can't even use.If there were other options I would have never bothered with this buggy program and lack of support. I have evidence to support that the GPU is fine and I can provide dxdiag and sysinfo if needed.
I share my Substance Painter projects with others via cloud drives, and we keep the files alongside the mesh files (typically FBX) in the same folder, or in a neighboring subfolder. But reloading the mesh file after it's been changed often requires going the long way of Edit menu > Project Configuration. This is instead of simply hitting Ctrl + Shift + R to reload the file, because the last person who edited the file don't have the same absolute path to the mesh file. Could we have an option in project creation, and in Project Configuration to store a relative path in the project instead? Example absolute paths..."C:\Users\me\Nextcloud\Bridge House Materials\Mesh\BridgeHouse.fbx""C:\Users\them\Nextcloud\Bridge House Materials\Mesh\BridgeHouse.fbx""F:\Nextcloud\Bridge House Materials\Mesh\BridgeHouse.fbx" Relative path for all:..\Mesh\BridgeHouse.fbx
At the moment there are 7 color options for layers. Colors are useful for visually separating layers. It would be nice to have the option for users tp use a color wheel or equivalent to pick whatever color they want.
Outstanding texturing work by Yufei Chen, for the October 2025 texturing challenge. Each month the 3D Texture Artists group on LinkedIn runs a challenge: take that month's specified asset, and texture it as artfully you can. There are just two more days before the submission deadline for this month, on October 22 2025. But don't worry -- if you don't have time to get something ready for this month., the next challenge begins on November 1! You can find the thread for this month's challenge on LinkedIn, right here. And the winner of this month's challenge will be announced on October 27, in the 3D Texture Artists group. And to see what sort of work has already been created for these challenges, take a look at the Behance page we've just created as a sort of 'challenge repository'. We'll be keeping that updated as more and more submissions come in. So, go nuts with the texturing -- and, as mentioned, the next challenge begins at the start of November!
Hello, I was just about to bake my textures for a model I am working on, but the common settings in the baking window is not showng up. Where I select the highpoly model, and edit the distances. Now I have tried to click all the little buttons. and look at any short cuts that may have hidden anything. Please help. I just want to bake my models. Thank you for your time and consideration.
'Sup, folks? We've just published Beyond the Screen: How 3D Amplifies Real-world Design. Luxury leather goods designer Solange Sailler worked with the Substance 3D Assets team to explore how 3D tools can complement traditional craftsmanship—enhancing creativity, iteration, and communication while maintaining Solange's tactile, 'real-world' approach to design. The 3D Assets team created a bunch of new models and materials to represent leather goods as part of this project—and, of course, all of the visuals in the project were textured with Substance 3D Painter. Those assets are available on Substance 3D Assets right now. Enjoy!
Whilst working on a personal project I had bought a pack of normal map decals for hard surface modeling when I noticed they looked weird on my model!At first I figured it was maybe a topology or UV issue on my end but after extensive research, and even noticing UV seams in normal view, found out that wasn't the issue nor an issue to begin with.So I decided to test it on the simplest thing. Blender's Default Cube.And here's what I found.On the image you can see 3 faces in the corner of a cube in ortographic view. The one on the left is the Y axis, one on the right is the X axis, and the one on the bottom the Z axis (This view is from the back of the cube)Normal maps seem to only work/look as intended on the X axis facing surfaces, whilst the other two axis they look weird and have those visible seams, it is especially noticeable in material view with added complexity.Now this doesn't seem to be consistent, as on my personal project files, normal map decals on X axis facing surfaces stil
Even if I change the autosave settings such as the 'autosave interval' and press save, the settings revert to the default when I restart the application.Please make the autosave settings remain as configured even after restarting.
I am currently exporting my shirt mesh into substance painter form Blender3D. I exported both the high poly and the low poly as a .FBX and made sure to tik 'selected objects'. Before that, I have already made sure that the face orientation for the obejcts were facing the correct way before exporting. I follow the basic fundamentals of importing into Substance by opening a new file as an OPENGL 2048x2048 and what not.However, when I go to bake the High poly details on the low poly, my the high poly details are facing inward. To attempt to fix this, I saw a tutorial where you you click Colorspaces and saw that most of my maps were set to DIRECT3D even though I have already opened the file as a OpenGl.Most of my maps are set to this and I have tried to change it to OpenGl. Howver, once i exit out of it to go to another map thats displaying the same thing and return to it, It reverts back to direct. How can I fix this? Is this whats causing my sculpt to look weird?Heres how my mesh is supp
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