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I have a fbx imported with 10 parts, each part had a MODO material assigned to it, so that means there are 10 UV maps that Substance Painter "Baked". My question is this: I finished exporting for my USDZ, and now I want to make another USDZ which has all but "2" of the parts from the first export. Even if I turn off those "Texture List Sets" the prebakes AO still shows up on the surrounding parts... is there a way to remove the "bakes" maps of the two part I don't need for the second export?
Hello all, Have decided to try and import a model into 3 DS Max to render in that software [ Arnold ] Attached here are 2 screenshots of the model. Created in Solid Edge Mcad software, textured in Painter and now I want to try out the render engine within Max. Could anyone give any pointers on how to export the textured model into Max. Screenshot 1 is the model within Painter and 2 is the model [ inside Max before export into Painter ] Regards,
Hi, I created ID maps in C4D for Substance Painter. Once I baked ID map in Substance Painter, the result went something wrong. Does anyone know what the problem is? Attaching the working file below. Thanks, Link: https://we.tl/t-DUpzW2dWPz
Hey,I moddeld a sword and started wanted to texture it. When i bake my ID map it, it got wierd and i couln´t fix it. These color artifacts appear when i try to bake it!What can i do? I would be grateful if someone could help me.
In this example I created a simple box. 1. Add a fill layer2. Add black mask3. Add paint under the mask4. Use Arrow Bent for the Alpha and the Greyscale5. Paint it. It appears on the box.6. Save it as a Dummy.spp.7. Load a different project.8. Close out the project.9. Load the Dummy.spp.10. Both the alpha and the greyscale no longer have anything in them (see below). This is repeatable and is very frustrating. Second issue is random. I don't know if it requires a complex model or not, but sometimes I am unable to put ANYTHING in either the Greyscale or Alpha (or Alpha will take an image but the greyscale will not).These two issues are very frustrating.
So i've tested this with multiple versions, and 2019 v2.2 is the only version that worked and what i mean by that is when i bake in 2019 the interrior on models bakes perfect but on 2021 the interriors are dark and dosent bake right
Everytime i add a curvature genreator to an object (the object could be a simple cube) it makes these weird curve designs. Does anyone know why? Ive added the curve map for reference
I am making a cannister but the curavture is baking very oddly. All other maps are fine. The image I have attatched shows the uV layout of the top part of the cannister.
Why are the materials green in the Asset library?
It is as the title says. Even after baking, I get the error 【[BakingProcess] Highpoly scene was required when baking Normal Map from Mesh but could not be loaded】.The situation is as follows--------------------------I have a high-poly model that I sculpted in zbrush and exported it in Goz. I created a low poly model by retopologizing the model. After that I did UV expansion of the low poly models and exported each model as FBX.I added _low and _high to the end of each model's name.The number of vertices in the high-poly model is 2 million. I thought the number of vertices was too high, so I tried baking the model down to about 130,000. The result was not good.I thought that using UDIM might be a problem, so I combined the UVs together, but the results were not good.-------I'm having a hard time finding an answer. Does anyone know of a solution?
Hello,I only want my rust on the front of my Postbox.But it also "smears" on the sides.I also tried "Camera" and "planar" projection...Where is the mistake?Kind regardsJoigi
Hello,I have some material IDs, generated as UDIM tiles, and when I try to use this resource as the Material ID maps (on each UDIM TextureSet), it always use the 1001 on every UDIM sets.What am I doing wrong here?Thanks!
Hi I need some advice in a few thing, I’m ok with substance printer, not grate, just OK, I know my way around some of it, had it for a few years, bake very low Polly meshed with high poly mesh’s, managed to get buy, now I want to step up a bit, so I have some questions, I have com across these problems before, but have always found a work around, but my work arounds aren’t working beauacese the models are much more detailed, with more parts I have a model of a jet engine, I am going to add lot of detail, pipes, heat sinks, and so on, my test model is still very basic, as I want to figures out how to do it. When I set up the model, I would spit it into parts, with some different materials, I would “ explode” the model, dragging part way from each other, taking it into Zbrush, doing its thing and baking textures and so on. once I have done that, I would have to spend some time combining the textures onto one map / texture set , I did this because I didn’t want each part of the model
Hello i cant find anywhere how to export to USDZ file, i have installed the latest version and i dont have the export preset that i believe it was called "USD PBR Metal Roughness". If anyone can help me or share the preset with me i will be really greatful.
I've modeled a simple shoe that was set up in Maya. All the maps are generating correctly except for an AO map on these 2 pieces- getting strange artifacting- heel section is getting some lace shadows. I'm using default settings for map generation, so any help is appreciated, thanks
Hello,In programs like Maya, 3ds Max, and Blender, I can use a texture map to vary the coordinates of another map. Basically one texture offsets the UVs of another texture by a small amount. E.g., using a noise pattern to modulate the UVs, I can easily make a regular grid irregular. Is there some way I can do this in Painter?Thanks, Aaron
My Creative Cloud sub is through my company email and my Substance sub is through my personal email (because I'm paying for it). Is there a way to log into both separately as currently substance is giving me the 30 day demo when logged in to my company email... Best, John.
I think there is a bug with the 'Tachometer Mechanic Ring' material. The color graduations slider does not change the color of the font like all of its matching 'Mechanic Ring' materials (speedometer and fuel gauges) instead, it only changes the color of the ring. I wanted to use this as emissive and cannot because the intensity of the font if much too high and cannot be adjusted, since none of the technical parameters seem to affect the font color/intensity either.
Hello ! I use a Wacom Intuous graphic tablet and Windows 10.In Substance 3D Painter, to use the tablet pressure on Size and Flow of brushes, it is needed to turn on the Windows Ink option.But unluckily, in Substance it disables the middle click, and so it becomes impossibile to navigate the scene properly.Is there a way to solve this issue ?Thank you.
i am new 🙂 to all 3D things i try to learn PT my issue is after baking ends the model get bad shade
When I import an object into SP (Substance Painter) and I use the "Generate Mesh Maps", is SP creating the UV's or does the part need to be UV'd prior to importing into SP?
HI,It is a newbie question,,but I have not been aboe to figure out how do i work with uvw unwrap channel 2 from 3ds max in Substance painter.Thank youSonam
I can't find the info, how you can remove an imported material from your library?thx for any little help & info,appreciate it!
I have two versions of substance installed because I inherited a project from someone else so I unfortunately have to use the new version with the crappy icon.Anyhow, on the older 2020.1.3 version I could import an image that's part of an image sequence (imagine 7gb of set pictures).On the new version (downloaded yesterday) Substance just hangs. It's a pain in the butt. The way to temporarily fix it is moving my image in a folder on it's own. I don't know if it thinks it's loading UDIMs but I don't even have the option to toggle it off.
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