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HiI bought this substance material in artstationhttps://www.artstation.com/artwork/J9lZYRWhen I import to substance painter then apply to modelThis is procedural materialNeed advice to rotate wood ring.P/s I could not share file because I do not own it. ThankTravis
I want to show up 'Glass Visor' material which has Metalic100%, Roughness0% and has a little bit of gray color like "mirror".But when I excute an export as usdz and show up into smartphone, it has not like mirror as working in Adobe substance painter. How should I make this material same as working in working in Adobe substance painter?
I use Substance, and there are still 3D asset points left. Will the Substance asset disappear when my subscription expired?Even if the subscription expired, will the remaining Substance Asset be maintained? or Can I buy 3D assets separately?
Substance Painter Crashes on Launch? I thought i had a go at 'The Great Shoecase' but looks like my iMac's too old? Some other issue? I'm currently stuck on:MacOS Catalina 10.15.7iMac Late 2013Processor 2,7 GHz Quad-core Intel Core i5Memory 8 GB 1600 MHz DDR3Graphics Intel Iris Pro 1536 MB
how to avoid baking AO on specific components of the same assembly?i have a large assembly and need to import all together, this is a game asset and some of the parts will be hidden/shown in game (replacable) .In order to avoid baking contact shadows where i don't want them, I move the pieces apart but sometime it is just not possible.to better understand, I don't want the contact shadow between these 2 pieces in the picture below but they both should be there:how can I set that the lower piece should not get AO from other meshes?I don't have a low and high poly meshes, what you see here goes directly in game.Thanks
When i bake AO, it create massive shadows in strange places. Doors, hatch and hood.
I am using Substance Painter for a long time with no reasons, I have an monthly indie license that expires tommorow. Today I got the Adobe migrate notification and purchased the annual 3d texturing plan from Adobe. I downloaded the creative cloud app and installed painter from there. Everytime I open it, an error message pops https://prnt.sc/22zjcv6My connection is stable.I deleted the installation, downloaded again Painter from https://store.substance3d.com/ and it runs normally. Of course it says that my license has 1 day remaining. Can someone pls help?
We have been waiting to be able to store our custom materials, alphas, textures etc. on a different place (like an external drive or Cloud) than the Documents folder for Substance Painter, I was wondering whether there has been any developments regarding since merging with Adobe?Cheers.
I downloaded the update yesterday and everytime I open up Painter, it crashes upon opening. I'm on a Mac OS 10.15.7. So, I uninstalled it and am trying to install an older version, but I can't seem to find where to go to get to the older versions. Your help docs show it, but the website shown is not the website I see in front of me. Maybe the tutorial needs to be updated. Any help is appreciated.
Hey! I have this simple material originally created in Substance Designer and then imported to Painter. It just automatically adds some AO and edge highlights, so nothing major.As you can see in the screenshot the Color set in properties and the color shown in viewport don't match. It is more noticable with dark warm colors. It was working fine until the last Painter update (v7.4.0).It is possible to somehow fix this? Do I just install the older version?
So I'm texturing this new model and I'm using the exact same materials and lighting settings as another, but the baked AO maps seem to be a lot darker than usual for some reason, and I have no clue what's going on or where to start. Does anyone know what could've caused the issue or what I can try as a solution?
Hi, I'm having a problem with Stager and Sampler. I want to know how can I add tweak controls in sampler to be added to exported SBSAR files? right now my exported BASAR cannot be changed in Substance Painter. I have stager as well, when I export my models I can't see the export to stager selection in Substance Painter, was this added, or just not added for steam version of Sampler and Stager? Thank you
Hi,I have the case that thes exported textures look different depending on the GPU when I use the anisotropic noise.Painter version is 2021.1.1.1 (7.1.1)Quadro RTX A4000Quadro P4000 or P6000Is this a known issue? Or even solved in a moree recent version of Painter? Cheers
Hello! I'm pretty new to substance painter (and all the substance 3D programs) but I've been working within Blender for some time so I have some knowledge of UV's and what not. But this has me stumped. When I try to add a texture to my model in Substance Painter the base color appears stretched. This is not an issue in other programs and appears to be only in Painter. I have tried Unwrapping the model in several ways and re importing into painter, but nothing helps. Please see attached photo.
I created a high LOD and Low LOD version of a set of meshes using Blender. All of the meshes share the same material. When I bring into Painter and bake the ID map, I get a strange artifact when using the higher LOD file in the baking process. If I eliminate the high LOD file, the artifact goes away. If I isolate the one mesh out of the set and bake using the high LOD mesh, the artifact also goes away. I made a video of the process here: https://youtu.be/JPoBf42IyzQ. I've also attached the files. Any help would be great!
Someone mentioned this on the old Substance forums, and the Allegorithmic devs believed it could be in the works for future updates, but I don't believe it has been implemented yet. Since the old forums have been closed, I figured this would be a good place to suggest it again. Here is the link to that post:https://forum.substance3d.com/index.php/topic,31149.msg119507/highlight,clone+stamp+from+another+texture+set.html#msg119507To support this, I'd like to add that in a lot of cases, specifically with characters, artists will use two texture sets for their "skin" material. One for the body, and one for the head/face, in order to preserve as much facial detail as possible for high fidelity products/experiences. When painting skin details manually, this will almost always result in some sort of seam across the clavicle/lower chest area, and will be visible if the character happens to be shirtless or wearing low-cut clothing. Clone stamp would help exponentially for cleaning up seams like
I couldn't find anyone else having this issue, but since I got the newest Substance Painter all materials that I've tested displays a vastly different color than previous Substance Painter versions. It appears to be the materials themselves doing this as a plain fill color shows correctly.The main materials I've focused on testing is Resin Epoxy and Bull Leather medium grain.(but it appears it's most if not all materials).It displays best with the color #F8A73B, that previously showed up on these and other materialsclose to the actual hex, but now turns from yellow to bright orange.Thanks for any advice.Example of same project and same color on old vs new substance.
After importing a model and baking textures where only one color ID color was used I'm getting strange effects like below:This is all one object where I took multiple objects and combined them to fit on one texture sheet. Importing the model goes well. But after baking I get this strange distortion. Adding layers of materials do not cover up these distortions. If you look closely you can see the blotches end up on other parts as well. I do this because importing the whole model at once is guaranteed to cause this problem. Since I started breaking the model into textures I haven't had this issue but here it is again and I have no idea how to solve this problem. Can anybody help? To clarify the long tube above and everything else in the picture should be just one color.
Or mettal, or whatever . Some ancor trick maybe? I't super annoying when you have to split packed file and save it as separate grayscale images to use in Painter. Contrary to MArmoset for example where you can choose a channel.
I would like the area highlighted in red to look like one mesh. The mesh hash multiple UDIMS. If there was a way to do some sort of texture/uv blending to fake the look of it being one continuous mesh that would be great. Thanks in advance for the help..
Hello!I want to notify that seems like something is not working well on the Substance 3D Painter Steam Version and the command line argument "--export-path".If I try to execute Painter.exe only and use the --mesh argument Painter starts as we expect but if I add the "--export-path" argument Painter opens as a clean session without load the --mesh.Other user mentioned that this is not happening on the normal version. If I execute the command only with the -mesh argument steam ask if it is ok to open Painter with that new argument but open the Painter session fine.Hope you can find what is happening, thanks a lot.
Hello everyone. Right now I have a big challenge and it's about creating a dress. I created the lingerie, the ornaments and its facbric on substance designer, but I don't know is how to adapt the elements that I have created to the dress, especially in parts of the garment that are curve. What method would you use ?Thanks for your time
a simple task like this? thanks for any little hint, tips, workarounds, ideas..
Hello, I have the following question if I can legally create a weapon skin in Counter-Strike: Global Offensive with a trial version of the substance paint.To share knowledge with the uninitiated:When creating a CS: GO skin, you can vote to add it to the game, if there are enough votes to add the skin to the game, you will receive a share of the skin's sales on Valve platform - Steam
Hello, I'm very new to using Substance Painter (and 3D design in general) and I have been following some tutorials online to help me get started. My aim is to learn how to create realstic looking garments for my work projects. Right now, I have managed to greate my first sweater in Marvelous Designer, and have exported over to Substance Painter. I am following the guide here: https://www.youtube.com/watch?v=yELNQnveIMw yet I'm confused where to get the 'Normal Map' from (video timestamp at 0:53)? Without the Normal Map, I'm not sure how to progress. Please can you help me understand this?Many thanks!
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