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Having artifacts in Ambient Occlusion map, mesh has UV, but it always makes it with artifacts. Help please!
I have been trying to bake a model in Substance but always shows a dark color and some errors over the Geometry, I'm 100% sure the model is OK as I already try to do the bake in a diferent computer and everything went ok.I already reinstall the program several times, I clean the cache files, even restore the whole computer and install the software in a clean enviroment but the problem still there.I check for updates of my graphics card manually.I saw in other post disabling Ray Tracing works but it delivers a bit different AO map than I normally get from substance and I would really like to know how to fix this.Substance works fine in this computer before. Assus TUF F15Intel core i7 13 gen16gb ramrtx 4070 8gb Baking with errors Baking without Ray Tracing Baking in other computer with no issue as I could before in my laptop
Currently working on repainting a model from an online game.How do I change the export texture map colors to match the game's texture maps?Primarily, the normal, Ambient Occlusion, and Metallic / RoughnessGame models use 4 maps in totalAM (Diffuse), ANM (Normal), AO (Ambient Occlusion),GMM (Roughness and Metallic combined?)The only one in question that I am not able to produce a good result to match my repaint in SP is the GMM map.The Purple is the neutral (Z up lit portion)Is there a way to edit / pick different colors for the texture maps upon export?I have exported a different tank I repainted and I went through 5 or 6 different export presets trying to find one that will work or similar to the above with no luck.What would be needed to creating a similar map export option?Also Secondarily.The ANM (Normal) maps are usually an orange, green, or blue'ish purple map color pending on each part of the tank. So I would to be able to set a color with this as well.
Hi there - I've just got into Substance Painter in the last few months and I have a question I hope some may be able answer. Is it possible to, and if so how can this lighting effect be created? I'm referring to the brighter glow around the top of objects. It's just on a flat diffuse texture and unrelated to any game lighting. To me it looks slightly glossy or reflective. To be clear, this is definitely coming through on to the diffuse texture, although extra reflectivity and bump mapping are applied also as seen in the game screenshot. I've already experimented with AO bakes, dirt and wear generators, as well as baked lighting filters. However, nothing quite creates this effect which is perfect for the game I develop for. Many thanks in advance - I hope you can see the effect I am describing!
I am a student trying to renew my access for substance painter. I have verified my account and I did get a response saying that I am good to go for another year, but I still can't access it. when I go to creative cloud it says I have to request permission for substance painter; doesn't make sense if I should have already went through the steps of getting it, but whatever. When I click on it I keep getting a something went wrong message. I can't seem to get a hold of anybody not even an online chat with someone is there anyone out there who can help me?
Hi , I import a model and it looks fine to add material but if I bake the model, I get this wierd glitch looking pattern baked in the model. What is happening?
Is there a way to prevent polyfill from filling random polygons on surfaces hidden from the camera by the surface I intend to paint on? If not, I'm afraid I won't be able to contain my increasingly violent intentions towards the Substance painter dev team.
HUGE news for the Substance 3D ecosystem: today we’re launching unmetered access to the complete Substance 3D Assets library for Adobe Substance 3D subscribers. This means that every Substance subscriber on a Collection or Texturing plan has access to the full collection of nearly 20,000 professional materials, models and lighting environments without managing points. Moreover, this also means that Student licenses will now have access to 3D Assets. Head over to our post about this on the Adobe blog to learn more, or go to Substance 3D Assets right now to see what you can start creating.
Hello Adobe Community, please help. Do you know why I don't have "text" in Painter? How can I fix it please? I need to write with my own font. Thanks in advance, it would be a great help.
Hello, I hope you’re having a productive day.I have been experiencing issues during the firing process, both in my previous works and my current ones, as shown in the pictures. Since I have been facing this issue in my recent projects, I decided to refire some of my older works as a test. Surprisingly, I encountered the same problem even in those pieces, despite never having faced it before.I have tried to investigate the cause, but I couldn’t find an answer. Could you help me? Is this issue caused by me, or could it be related to the program? I have never experienced such a problem before.Please assist me, as this situation is delaying my work.
Hi there, I just got substance painter and I've tried importing meshes from Blender. Unwrapped, no overlapping verts, normals calculated properly, but for whatever reason I keep getting these weird artifacts.I've sent my FBX file to a discord group and no one else is having this problem. I had to post the link to the video here because for some reason it's not accepting the link in the attachments. https://streamable.com/eahj3lDoes anyone have any ideas? Thanks David
As title states.How do I use smart materials in combination with a models original texture maps?Example:Image01 is a current model of a tank with its default texture map applied.I want to paint only portions of it using the materials / smart materials.Image02: Same tank with a smart material applied, except it covers all parts of the tank model.I only want to paint the main tank panels and keep the original material textures on the parts like the gun on top of the turret, all the bits held on the side of the tank body (hull), bags, and equipment on the turret, etc.. I know how to set material ID's, Vertex colors, and create different layers for all the tank parts in 3DS max.I'm just not sure how to apply the process to the tank model after I have:created new project > selected the tank FBX >At this next part is where I'm not sure what to do next.Baking the model:what setting should I use for the baking process under the material ID section?Vertex color, material ID, Random,
Any idea what could possibly be happening here? This is what renders with Maya 2025 / Arnold. I'm working with two tiles, 4k, and everything looks completely fine in Painter. The basecolor texture maps also look completely fine. Any ideas on how to fix? Thanks in advance
Hello Adobe/Substance The Mirror option is greyed out and I need to hold down the mouse button to keep the option window open. the manipulator works. But has also made me get the mirror axis a bit off set and i ahve no way to reset it, now that the options do not work. I have tried to restart the program and tried differente project files nothing works so far.Hope you have a solution thanks.
Let's keep it short and sweet:I'm working on a pair of pants and I want to add drop shadows, but most details of the pants are separated on the UV (pockets, pocket flaps, differnet fabric, etc.) I'd like to add some shading around the borders of the different pieces of fabric to punctuate seams, but since the UV has most pieces of fabric separated, if I use a drop shadow or a fill layer with a color selection and blur, I get shading on random parts of the model. Anyone know any tricks?
Hello. I received this message when I launched the app today. I would like to know more details, as I have a licensed version purchased on Steam.I see another post with the same question, but it seemed to me that the answer there was not clear enough. Will I lose my license for this program in 5 days? P.S. "Substance 3D Painter 2022" - Version: 8.3.1
Hello there,I'm trying to create automation for reloading external texture resources.Is there a way to access the reload function for a resource via Python API? Or at least retrieve the disk file path of a given resource? This way I could just delete the old one and import the new one. I couldn't figure out how to do either, so I'm here to ask if I missed something or it is currently missing.
Hi, I just started to use Substance Painter to do my final homework. When I was painting a model, many dots suddenly appeared on it, and the dots kept growing by themselves. I don't know why, but I have checked the model and UV, and it seems that these two are not the problems. Please help me; I have redrawn the material several times because of this problem.😢 Thank you!
The new year brings some epoch-making news for the Substance 3D ecosystem, as well as some grade-A community news, and a featured artist doing some truly tasty work in Designer. Let’s go! Substance News Unmetered access to Substance 3D Assets! HUGE news this time around. As of this week, we’re launching unmetered access to the complete Substance 3D Assets library for Adobe Substance 3D Subscribers. That means that if you’re a subscriber on a Collection or Texturing plan you now have access to the full collection of almost 20,000 professional materials, models and lighting environments without managing points. Yes, you heard that correctly. Head over to our post about this on the Adobe blog to learn more, or simply make your way over to Substance 3D Assets right now to start using the library immediately. Substance in Cinema 4D integration: Physical size support in Cinema 4D 2025.1 and Redshift 2025.2 The Maxon One winter release brough
(sorry if my mood is VERY evedent lil mad)So, I have an issue where, when I want to paint on my model in Substance 3D Painter, and I go to make a brush stroke on a paint layer in Substance, as long as I have the mouse depressed, I can see all the other layers and the stroke (that isn't the issue). But as soon as I release the mouse and would be applying the stroke, the whole texture sets color channel reverts to white (doesn't make all of the textures white only the one that is being edited) and then deletes the stroke. After which, if I try to paint it, it re-renders the local area about (100 pixels out) but doesn't display the stroke. I'm just wondering what is going on and how to fix it?? I have a ligitiment copy that i have purchased from adobe for 200$ i kinda want to use it.lil new to subtance but not new to adobe
Hello folks... I wanted to control the number of textures Painter was exporting to UE, so I deleted some of the texture outputs I would not need. I figured they'd automatically be restored the next session. I was wrong. It is months later, and I still cannot restore these presets to their original state, and I am missing a needed texture output. What can I do?? Using Windows 10. Painter version I'm not sure of at the moment, and that machine's powered down.
I have a steam SB license. I haven't used substance painter for a month, and today I found that when loading the mesh, I can't rotate around the model in any way. 3d view, 2d view, no difference. Default navigation settings. Through the tablet and through the mouse, no difference. At the same time, I can paint the model, bake and use all the other functionality of substance painter, but only in one perspective, which is available immediately after loading the model. What is the problem? help please
Is it possible to change the color value of a fill layer via python script? I'd like to use an array that stores color values, and export a texture set for each of the colors stored in the array.
Hi, I continuously run into this issue with substance and it's driving me insane. Sometimes, not all the time, when I bring a model into substance. The materials lay different throughout the model. My workflow is always the same, yet, this happens sometimes. I have no clue what is causing some models to do this and others don't. They appear perfectly fine in blender and zbrush but for some reason, acts this way in substance. Does anyone have any idea what could be causing this? I've made sure the model and edges are set to smooth.
I'm working on a semi-complex warhammer model, meaning the ability for the mechanical parts to be baked separately to animate it later is essentialI cannot provide screenshots of the model only the settings and structure, being it's under NDAwhen I import said model into substance painter due to optimization constraints I cannot use separate texture sets so, my usual workflow was to export it into an explode-ed pose bake it and then simply export into the game engine with the default non-explode-ed poseI recently started to work on this type of models in substance painter and I can't replicate my workflowwhen I import the model, none of the methods to bake the pose workedapplying the pose as rest pose destroys the pose, the high poly needs modifiers to not be applied for further changes and alternate versions, so no it's not an optiondoes substance painter not have support for posed models, or am I missing something?
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