Connect, learn, and get help texturing your 3D assets.
Recently active
Hi, The Subject title says it all really. I downloaded the Stylized Flag Fabric sbsar for use on a specific project this week, and sadly the current verion of Painter is refusing to import it to my shelf (see attached screengrab of the log). I've tried importing it as a 'Base Material', and have tried all of the other options, but none works in the most recent verion of Painter . Interestingly, it does import into my legacy Perpetual version of Painter (2020.2.2), so I'm guessing the material needs an update. Thanks.
S I'm brand new to painter, I'm actually using the demo trying to figure out if it's for me.My first impression is that it completely butchers my uv unwrapped mode.What am I doing wrong? Any help would be greatly appreciated.
Hey, I am relatively new to the whole 3d texturing stuff and I was wondering if there is some simple way to not have brushes "overlap" whatever you are drawing over the mirror line. Here is an example: In the center it is drawn on both sides entirely, but what I want it to look like in this example would be something like that: Is there an option somewhere that I missed? Or how is something like this usually done with more detailed stuff? Maybe a visually better example: The height and colour in the middle is clearly stronger due to overlap. How would I fix this? Thanks
When is Adobe going to enable using the Tiled workflow for this bridge? Seems that the implentation of the UDIM isn't really complete without this option. I'm not going to redo the UV's to make this work as it's not a viable solution for my work flow. Thanks! Richard
I've setup a connection between Maya and Substance painter. I'm able to execute javaScripts on the painter side but I can seem to get python scripts to run via the connection. Is this even possible? If so how? I've a similar setup to this example: https://forum.substance3d.com/index.php?topic=14253.0
Pretty much what the title says. While the new ACES toggle is a godsend, the fact that it applies to every single channel view (and not just material mode) seems like an oversight. I can't see why someone would want to tonemap their normal map, for example.While on the topic, another really nice QoL to have would be separate states for the material and base color views' tonemapping. Currently, when using the new color management pipeline, the two are linked, which means that tonemapping your material view forces you to tonemap your base color view as well, which is normally not a desired effect in a game pipeline, at least afaik.
Hi, I am trying to run substance player on a linux machine with Centos 7. When I try to launch the application I get an "undefined symbol" error: bash-4.2$ /opt/Allegorithmic/Substance_Player/Substance\ Player /opt/Allegorithmic/Substance_Player/Substance Player: symbol lookup error: /opt/Allegorithmic/Substance_Player/./libQt5Gui.so.5: undefined symbol: hb_font_set_ptem
I am having trouble with baking the high poly mesh onto the 3d model, this is not the first time this has happened either. I run into this situation often and was wondering if anyone could help with this problem. I will attach a screenshot of the resulting bake as an example as well as my parameters. these are the steps that I took.1. I opened a new project and set the template to PBR - metallic roughness with a document rez of 2048 and a normal map format set to DirectX then i hit OK (Ileft everything as the default with nothing checked).2. once my mesh loaded up I then proceeded to select each separate texture set from the texture set list and bake the meshes for each with their respective maps. 3. Once I hit bake mesh maps , the baking window opened and I changed my output size to 2048. Then I went to the AO section and raised the secondary rays up to about 155 and clicked apply to all. in the common parameters I set the antialiasing to sampling 2x2 and match by mesh name.4. I
Hello there ! I am super new in substance and want to know if there any way to get the graphics of this amphora and put it to my 3D model
Hi, just starting with substance so forgive the super newness. I know how to use a bevel as an alpha and add a straight line bevel detail on the normal channel. But is there a way to add a bevel that follows a non straight path? like along polygon edges? Or even just along a path traced by the mouse cursor.
Hello,Sorry for a potentially very stupid question. I downloaded a hardsurface decal from Marketplace (Square plastic air ventilation grill), it's a sbsar file. And it's quite easy to use, just drag and drop it onto the model. However, I'm asked to select the channel (for example base color) and all the other available channels are not being used.I can add them later by dragging the decal again onto the roughness and normal channel in the properties windows, however, I need to change all of the different settings so they match . If I want to do that for Metallic, Roughness, Normal and Height, it's a lot of settings I need to adjust. I also tried using the projection function, which is probably the same as dragging it onto the model. The result is the same anyway. Is there any easy way to use all available channels in a sbsar decal? Thanks,Ole
I need to get an accurately located asset from substance to maya (its from a laser scan, certain points need to line up with reality). I was struggling matching my Substance painter displacement maps with my maya arnold displacement maps (they were bloating and not attaching to the original mesh) so I thought I would try export the mesh from substance instead. I used the sample mesh as a test and put the tesselation high to start with and exported an obj and fbx. Maya couldn't open thes files. So, I tried it on low and the result is peculiar, it's like a line of triangles stringed together, see screenshots. The two files aren't even in the same place in the world space. Why is this happening? Also, is there any way to get an accurate replication of the textures from substance to maya, especially for displacement maps (other than just eyeballing the scale zero value)? I've watched every tutorial on this I can find and it seems like bloating is
Hey everyone,I am fairly new to substance painter so bear with me. I purchased a Kitbash kit and would like to give it some nice detail in substance painter. The model consists of several objects which share some textures. When I import the .fbx to Painter every material has it's own texture set but the UVs seems to be messed up somehow. What is happening and is there a way to prevent this? Thanks in advance!
.
I am sorry if this has been covered elsewhere, I tried my best to look for similar issue, but to no avail.Here's the deal. I am trying to place a decal on my model that would play a role of a sticker slapped on the front panel. After some research, I found that the best way to do that would be to make one in SD. I think I've done it properly, added opacity output and all, but when I import it into SP something wacky happens.First of all, for some reason underlying layers keep feeding Normal info to it, despite my decal having Normal turned on, that should . (You can see the grainy texture coming through as well as some lines)Then opacity renders part of my mesh invisible at the place where my decal is located. I can kinda see why this would happen, so I tried to switch my shader to non-opaque, but then it just affects the underlying layers in some weird way -- nullifies metallic info on front plate, makes grainy plastic shiny, etc.It seems that I've tried everything and I still ca
How do I export a displacement map? I chose all the PBR export variations, but the map does not export.One of my channel has displacement turned on and the valuse is not set to zero. Seems like I'm missing a checkmark box somewhere.
Hi I have updated my subscription. I really could do with a key to run version 6.1.3 of the painter... my work hinges on that and it must remain at that version. Where may I find the licence key files for the product on the adobe website?Many thanks
Hello. I noted that all my projects is not using more than 10GB of RAM, i have 64GB of RAM. My substance is very slow after some work and also is using the 99% of cache disk usage. My specs:RTX 3070 8GB VRAM64GB RAM Intel i 7 11thgen500GB NVME Storage also tryed on my other PC (Same problems)Intel i7 6th gen64GB RAMRTX 2060 Super1TB NVME Storage
Hi everyone, Just getting back into subtsnce painter and got a material from the Adobe Substance 3D Assets library (I have a subscription) and download the sbsar of this https://substance3d.adobe.com/assets/allassets/5775c138a13530eebf6e4bdc459982d342099383?q=stylized%20leaf&u=stylized%20leaf As the title says, each time, no matter what specifications I give it, it fails to import. I tried drag and dropping into Substance and File -> Import. I also imported other materials successfully and uninstalled/reinstalled Substance Painter 3D to make sure I am running the latest version and there is no missing files. I'm a bit on a limb here, as I wouldnt' expect a paid material to not be working? Cheers
Hi all. I'm attempting to make a low poly rock, and as you can see in the image my normal map has a serious seam along the lower portion of the rock. The seam isn't visible on the color texture but once the model is exported back to blender or into other software the seam becomes a serious problem. What can I do to eliminate seams like this on my normal maps?
I think this is a baking problem, I'm wondering if there is any solution.Problem: Whenever I bake my model, the pieces on top of something will get sortoff pressed behind it, giving it some kind of imprint on the surface behind it. Thanks in advancePicture to show what I mean here:
In v7.4 with the initial OCIO implementation without support for OCIO roles the color picker works in the working color space (ACEScg for an ACES config). Hopefully this will change to use the color_picking role. It is problematic to us the AP1 gamut for picking colors for materials as this contains colors on the out gamut bounds only found in lasers. Better is to use scene-linear sRGB/Rec.709. Secondly, the color picker currently samples the displayed color, including both lighting info as well as the Display Transform. A workaround in order to pick a color from the viewport is to change the Display color space temporarily to Raw (thus removing the Display Transform) and also set the view to BaseColor rather than Material mode (thus removing shading/lighting), to sample the color. It would be preferable if the color picker sampled the actual raw base color 1:1 from the view port. This is the behavior of many other DCC apps that use OCIO. Please consider this in a futu
I opened a substance painter file .spp but all texture and geometry is flat pink in material mode in viewport. When I go through colour and the other channels, everything is fine, the problem is in material mode. If anyone has any idea why is this happening, please let me know. BestPraveen.
I need to get a preview image of the.spsm file. Can I do that using Python?
Found this thread on Reddit which is almost my exact problem but they never seemed to answer it.https://www.reddit.com/r/allegorithmic/comments/m0oq28/weird_stripingartifacts_on_exported_normal_maps/I've noticed striping on my Nomal Map when I use Smart Materials. A test with a "regular" material generated no problem but also the Normal Map was flat. I've attached the texture files of a dirty sink with a rusty faucet. Both part were made in the same way but the fuacet turned out fine. I'm new to Substance Painter and love it but can't figure out what's going on, especially since the problem isn't a consistant one. NOTE: I tried to attach my Blender file and Substance Painter file but got an error message so I've attached all the textures instead.
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.