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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.
Hi Substance Painter Crashes when I select shelf? looks like its failing to load the smart materials? any ideas how I can fix this? Best, Neil
Hi, I have a question. I used Maya for game assets creation and the targeting engine is Unity. I have trouble to use a normal map which is generated in Substance painter. In Substance Painter, the bake looked fine, but when I applied the normal map in Maya, glitches appeared and same as Unity. Please see the attached image. The darkend, shadowy face appeared. It should be flat. I have tried different fbx option, but none of them could solve the problem. It would be caused by MikkTSpace differences. If anyone know about the solution, give me an advice. I prefere to solove this problem in Maya, substance painter and Unity.
(en)Hi, I've been facing a problem where the projection looks alright, but the part on the uvs is super janky, and it ends up misplaced like on the pictures below, but only outside of Substance.I've tried replacing the .fbx, triangulate it, redo the uvs and projecting again, but it remains as is.If someone knows about it, i'd be eager to hear where this comes from, and so maybe fix it!Thanks in advance..(fr)Hey,Je suis controntée a un probleme d'écriture sur les uv, la projection est niquel, mais le coté avec les uvs part dans tous les sens, et se retrouve mal placé par la meme occasion partout ailleurs que dans substance. Voir photos ci-dessous.J'ai essayé de remplacer le .fbx, le trianguler, refaire les uvs d'une facon differente et reprojetter, mais rien n'y fait.Si quelqu'un sait d'ou vient le probleme ca m'aiderait beaucoup!Merci d'avance..
Hi there, Please can someone let me know when the next version of Substance painter is to be released, as well a directing me to a roadmap of planned development. I have looked around and since adobe has taken over, and details have been sparse and vageu about what is planned. A detailed roadmap will be of great help, when deciding to keep or ditch the license for painter, now that is is tied to the adobe cloud suite of programs. There are features that a sorely needed and soon, the competition have these features already, also the price is now on par if you are required to use the teams license. Some info would be great 😉 Also - would be great to have more actual features, as apposed to more pie in the sky machine learning tools, leave that for later pls. Sorry sarky for tone, the transition to the adobe version of painter has been painful! Kind RegardsRichard
Hello I am having issues with baking in Substance Painter, it always creates weird shadowings , I have tried all settings but I can't fix that, cansomeone help me understand why this is happening? Looks like I culn't drag and drop the files here so let me know how can I uplaod something if needed.
Dear Adobe team,not sure if this came up before but is there a way that Painter can remember which layer is visible or not on save ? Would vbe a great addition in a future update.Grettings
Hello, Within substance painter if i re-import a mesh with a different size the shadow preview get a offset and will be fully black at the base of the model. I made test and it will only do this if stroke preservation is turned on with the new import. Step to reproduce:First i export FBX (meter unit, 2 materials) Then i re-import mesh with extra parts moved, changing the bounding box of the whole object.the same import without stroke preservThe reason i often do this (re-import) is because despite the bake by name option, there is often mesh you want to duplicate move arround afterward. I hope they could be an easy fix for this ; )
Does anyone know why this happens everything works expect when i try to enable normal channel for rust weathering FX? Heres few images of the problem and how i setuped it: https://gyazo.com/a6758b9fe6b245bd66583b0a83327d73 https://gyazo.com/7876bb828b420f7a24ccf213502534a4 https://gyazo.com/4036b6fbbce17507d2ca50ca1ae3ebb2
Hi everyone, Tried to click on "accept" the first time adobe released the substance designer to blender addon. And just tried to click on it again a few months later. It isn't a broswer issue since I've tried it on chrome, firefox and my phone. Is adobe prerelease only for full subscribers? I have the photography plan.
Hi - so i'm starting to learn Substance & getting to grips with how it all works.. I've created a basic pillar (think, roman style) in blender, imported it correctly to substance and managed to paint UVs (though getting the UVs working was another matter!) I'm trying to step it up and have created a twisted column based on a mirrored circle and the screw modifier. applied everything and exported the mesh as before (tried both FBX and OBJ). If I import this back into blender, paint 3d, or just double click and look at the 3d preview it all works fine, however when I import it into substance it seems like the mesh is half missing - but has actually collapsed in and wrapped around itself.. I've attached the test fbx file below & was wondering what's going on - this doesn't happen in blender/paint 3d or windows preview, so thought i'd ask here! Using substance 2021 through Steam
Hello I write my first post today about a question regarding generators and normal map. I hope to be at the right place for that, I'm a bit lost between the change of forums in with all these new accounts. Here is my situation:I have to do 2D game textures for somebody. To save time and have flexibility, I made them with Substance Painter. I simply created a single plane as texture "support", then imported it to starting creating the textures. I've made them using diffuse, roughness and normal maps, but I would like to add dust for example, that would be on the top of my "geometry" and in the cavities. In other word, I would like to have the generators using the current normal map instead of the generated one at the initial baking textures. You would tell me that I simply have to do the high poly versions in 3DS Max then bake it into Substance Painter as intended, but I have to do several ones on the same template/style and it would be much easier and faster do to all in
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