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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
I have the Steam version of Painter and Designer. Having previously had Allegorthmic versions, I had a bunch of asset points on source.substance3D.com. Those are all gone now, due to the change in January that wiped all points. If I want to download asset now, it seems the only option I have is to subscribe to the full Substance subscription, which gives access to the apps that I already have. How are users with perpeutual licenses (from steam or earlier versions) meant to acquire assets from substance3d.adobe.com/assets these days?
I bought a drawing tablet, only to find that I couldn’t pan the view, and rotating the view was also very inconvenient. I suggest modifying it to be like Blender—so that drawing tablet users can operate completely without a keyboard, mouse, or virtual keyboard. This would be really user-friendly.Efficiency has improved a lot.
TOPIC: FINDING TEXT IN ONLINE MANUAL What exactly should I type in the search box to search ONLY SUBSTANCE PAINTER and for the TEXT I do not know what they mean https://helpx.adobe.com/substance-3d-painter/interface/assets/advanced-search-queries.htmlthis page makes me feel encredibly stupid. What will I type in to search only the online manual for the app ? not everything else ? I want to search the online manual just like I used to search a PDF book. is it possible ?
I'm just reporting so either AMD or Adobe will take this into accountability for once despite users keep saying everywhere that this application doesn't work well in AMD at all. Substance Painter keeps crashing the video drivers when working with many layers and not so many. Most likely when exporting textures and despite of that, the huge amount of ram that eats from the system doesn't make any sense when you are only working with 3 or 4 layers with a full textured character. Issues:If the gpu reach 100% the gpu crashes if you export textures in 4k + padding, crashes tooIf the ram reaches 100% same crash (I have upgraded the ram and crashes still happening!)undervolt untouched and touched same crashes. I was painting in a layer the other day and the whole screen freezed then turned black and have to wait until it fixes by itself with a driver crash window. Doesn't matter which version of adobe I have, newer or older same crashes, same for amd
Substance Days is coming to Gnomon this month, for a day of industry insights, expert tips, exclusive reveals, and more! Some key highlights of the day: deep-dive demos of Designer, and ZBrush-to-Painter workflows; a session on texturing garments with Painter and Marvelous Designer; a whole bunch of expert guest speakers; an evening reception for attendees and the Substance team to hang out and share experiences. You can find more information right here, on the event page for the day. Please note that you need to register in advance in order to attend. You can REGISTER FOR THE EVENT RIGHT NOW at the button on the event page ^^^. See you there!
This has been asked for for years and years now and it has been aknoledged a billion times.When will we finally see actual non-square texture support ? This is such an important feature to have in game development, I have no idea how this isnt a number 1 priority. This should be a basic functionallity for any serious game development texturing software.The only way of getting half descent results is by changing UV transformation settings inside each and every layer to a power of 2 ratio, which is a ridiculously tedious task on complex models and doenst solve all problems every time.Setting Texture Set Settings to non-square doenst make any meaningfull difference as it is not reflected in the 2D and 3D viewport.Test best results i could come up with was using clinched UVs and non-square bakes, with square Texture Set and export settings, while changing UV transform settings to the power of 2 .How does no one seem to care ?Is there a magic plugin everyone but me knows about ?&n
Hello, I have a question about UV mapping in Substance Painter. As in the attached video, if there are two or more identical star-shaped meshes with front and back sides, what would be the ideal way to map the UVs for the meshes? In the video, the front and back UVs are separated and positioned far apart, while the left and right UVs are overlapped. Will there be any errors or problems when baking in Substance Painter? Is it always better to split the UVs into four without overlapping them? Thank you in advance.
Hello, I’m encountering an issue with my height map. Every time I bake my high poly map, the topology of my low poly is visible. I’ve tried everything, from exporting to adjusting the bake settings, but I don’t understand why. I’m using 3ds Max to export my low poly, and in Substance, I get an error message that appears. Have you ever faced this issue? And do you have a solution? [EngineBitmapLoad] Failed to decode bitmap.resource://project0/Ambient Occlusion Map from Mesh visage?version=8162696b9787758ccc9d4ec2ebce79f84e26856b.image
[EngineProcedural] Failed to decode Substance.resource://project0.4fdc9951-53df-488c-bb93-e12731680653/Seegrund/Seegrund?version=c5af1c454e249db25b5a4166a98a2d276173b9e0.sbsar This is the smart material I am trying to import: https://substance3d.adobe.com/community-assets/assets/b2185fe58f62abac608e7c2fd470683041d35abeIt should be compatible with Substance Painter 3D OS: WIndows 11Substance 3D Painter, version 11.0.3Build 4609 - a6bfd50bcbfe92ef733ee8ed0aa64fcc1469a098
Hi folks and sorry if this was asked already, but I can't seem to find a real answer anywhere online... 😅 I'm thinking of buy the perpetual license of substance 3d painter on Steam and was wondering how "perpetual" that license is? I've heard many conflicting stories online, can someone clarify please?Once the 2026 version is released and I buy it, I will have the license to use this product until the 2027 version is released, making this perpetual license actually more of an "annual license"?Or will the 2026 version live alongside the 2027 version? Or will my 2026 version be converted into the 2027 version?Or something else entirely 😅 I'd love to know! Thank you in advance 👍
Bonjour, j'ai ajouter un high poly pour simuler mes bevel sur mon low poly, mais il ne sont pas visible après le bake. Je n'ai pas utilisé de cage pour infos, j'ai laissé les valeurs de base. Merci de votre aide
A few days ago I requested the code for Adobe Substance 3D For Students and Teachers, I followed the steps and registered and after a few hours later received the code, but when I tried to use it on the "identit-e" page, it indicated that the code was incorrect, after several attempts the page ended up blocking my IP. I contacted the "identit-e" technical suport by email and they told me that the code did not appear in their system but my IP is still blocked. I have already requested that they unblock my IP but I still have the problem that the code is incorrect, I need help to solve this and be able to study
The "Send To" feature is missing from the file menu in Substance Painter. All software is updated and freshly installed today from Adobe Creative Cloud with official licensing. I've restarted my PC multiple times. I need to send it directly from substance painter to stager. Thank you.
HelloI have a question. When using Substance Painter, I can use it without any lag for the first 15-30 minutes after launching the app (up to about 16 seconds in the attached video). However, after a certain amount of time, the app starts to slow down. Specifically, whenever I use Alt+left click, Alt+right click, or any other combination to move the viewpoint, the initial response stutters and slows down (starting about 20 seconds in the attached video). This also occurs when I reduce the resolution to a drastic level, such as 128.After this occurs, restarting the app and opening the same project always fixes the issue, but the lag returns after a certain amount of time. This "initial response slowness" issue sometimes occurs when changing transform values, etc., while using AE.This issue occurs regardless of the project or resolution. Could it be due to cache or Autosave settings? The specs are as shown in the attached image, and when I check performance in Ta
I keep getting this error when I bake in painter:[BakingProcess] Can't create a resource from the baker result: Failed to write temporary image at C:/Users/16508/AppData/Local/Temp/SubstancePainter-Tmp-DJZjnZ: Unknown errorI've tried baking on other computers and it works just fine. It is only my computer that isn't baking the models correctly and I get stuck with this error. I get this same error with other models not just this specific file. I have no idea how to fix this I've already tried getting help from other professors at my university.
When I bake, only the CPU percentage increases, and it seems like the GPU isn't starting up. How do I change the settings in Windows or the app?In the NVIDIA Control Panel, I've added the Substance Painter app, and in the Substance Painter settings, I have both CPU and GPU checked for IRAY HARDWARE.Thank you in advance.
I activated a student license but I only get the options to buy or trial Substance Painter through the creative cloud. I've tried logged in as both account types - student and business - yet the result is the same.
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