Connect, learn, and get help texturing your 3D assets.
Recently active
So I have to do a baking as a homework. I've been given a tutorial that showed the object and the high definition mesh in the same position and well align, but when I added it the blue and red one is all over the place xompared to the cage. I changed the loew definition's position and dimenssion in its original maya project and exported it again and it does change its relationship with what I see. I want to know the reason for it, if it is important, how it should look like, what I need to do to make it the right way. Please help
I have bought Substance Painter recently.However,I didnt notice the supporting date when I purchased it.I wonder if I can upgrade to Sp2025 at a lower price when it is available since I have the 2024 one,or I need to pay the original price for the 2025 version?I need a clear answer,thanks!
How am I supposed to download Substance Painter or even Creative Cloud? I'm sent a link, I click the link, the link takes me back to the page that tells me to resend the link! There's massive download buttons and not one of them downloads the software, but sends you emails and those emails send you right back.I don't get it.
Hello Adobe Community,I'm reaching out regarding an issue I've encountered with Substance Painter 2020. In the past, I purchased Substance Painter through Steam, but recently I uninstalled Steam as part of an effort to cut back on gaming. Unfortunately, in doing so, I overlooked the fact that Substance Painter isn't a game but rather a crucial tool for my 3D modeling endeavors.Today, as I delved into 3D modeling, I realized I needed Substance Painter back. However, since Adobe no longer distributes Substance Painter through Steam, I'm unable to reinstall it through that platform. When attempting to run the copy I had installed via Steam, I encountered an error stating "No licenses," even though I have paid for and barely used the software in the past.I strongly believe that as a paying customer, I should be entitled to use the software indefinitely, especially considering my limited usage thus far. However, with Adobe now offering only Substance Painter 2024 on Steam at a significant a
Hello, I wanted to ask a bit about how to get my student adobe substance painter licence. I was told from calling the customer service number to create a request on the formum itself. The issue that I am having is that I have already verified that I am a student from means of my account settings. But I continue to get stuck on step 2 on the adobe page: Education - Substance 3D (adobe.com). It tells me that my account id is not unique when it should just be my email. And because I cannot "verify" when I already have verified I'm a student. I wanted to be able to get access to the free Student license of Adobe Substance Painter. I have already looked at the other forums as well and other people are having the same issue. So, I was wondering what I am supposed to do since according to the person I talked to on the phone to get my response here on how I could get a redemption code access for a student license of Adobe Substance Painter.
I tried registering for the education plan https://substance3d.adobe.com/education/, because I'm a poor high school student who cannot afford this expensive software for my class. I went through the registration process multiple times, and the system failed me every single time. I've been through the online chat 5 times already. Each agent would tell me that something would be fixed in the backend and that I would receive an email. Each time I did not receive the promised email. The "education" subscription is bogus. I don't know who else I can reach out to? What am I supposed to do? Drop my course and not learn how to use Substand 3d painter? I'm at the end of the road already. Can somebody at Adobe help? Please?
Hello,i'm quite new to making filters in SD for SP. I am making this filter with some mesh-based masks. However, when using the filter in SP, i'm noticing that the filter is only placing the curvature into the image inputs and not the AO, position or ws normal (despite these already being baked and ready to use). Is this normal ?
Hello community,I recently downloaded the Substance suite, but I found a problem on most applications, that it divides the faces of the object and multiplies the drawings I make with brush or the images I insert repeatedly on the screen.I already updated the video card and drivers thinking it was a problem inherent to uello, but you do not change anything.Is there someone who can help me?
Hello everyone and the team!I've been thinking about the backface on the poly fill since people have been asking for a while and wanted to ask if any progress has been made on it ?I think it would help a lot 😄
Hi, I'm new to Substance Painter and I seem to have confused myself. I have an FBX with an empty/null root and contained in the root are individual meshes and materials for a wall and its door frame.|-Corridor |---Wall |---DoorFrameWhen I import into Substance Painter all I see is a single combined view and a Texture Set with a number (1001) and a single material. I was expecting to see the basically same mesh topology and the two materials. Am I importing it incorrectly or is this the expected behaviour?
Hello everyone, I am sending you this message, because I have a big problem with substance painter, the smart materials base and materials have disappeared, if anyone can help me, thank you very much and have a good day.
On 14 jan I had gotten charged for my previous subscription. On the 15th of Jan , I bought a new substance painter subscription for lesser the amount. I was told I would be refunded the amount of the earlier subscription since I paid for a new one. But I have not yet been refunded the amount. When will I receive the refund??
This is a feature that most if not all environemnt artsits in the video game indsutry including myself have been looking to get since pretty much Substance Painter came out. The 2nd UV channel is widely used in most games across the industry and has been for years now. Current work around that we all have been doing is to copy the UVs from the 2nd UV channel into the first and then deleting the 2nd UV channel which is cumbersome. Additionally with a lot of things that use trim sheets for texture information as well as a 2nd UV channel for additinal texture information Painter could benefit from getting the information mapped to the 1st UV channel and applying it to 2nd UV channel masks. I could go on but there'd be a ton of use for this 2nd UV channel feature.
Today I've started a new project in Substance Painter where I need to bake a high-poly mesh to a low-poly. In my last project (My first time baking in substance painter), I could easily find where to import my cage file. I remember there was also a setting to "Use lowpoly mesh as highpoly."Now neither of these are apparently there. I changed my export settings my last project but I don't see how that would have an impact.
Hi. I had been googling for some hours now, and I cannot find a reliable source to read about the API to create a toon shader for substance painter 2019. Why? I am asking Chat GPT and Claude to walk me through the basics of writing gsls code, and I'd like to do a simple ramp for a toon shader.I've done the toon_shader.sbsprs, toon_shader_frag.glsl, toon_shader_vert.glsl, toon_shader_icon.png, but I get errors for compilation and when I select the new shader, my mesh becomes pink.Please help me find the documentation for this. Thank you.
I am a student MA Games Art and Design, I am working a project where I am trying to design a character, I started with clothes. I have doubt regarding the texturing process for a game ready character for engines like Unreal. Before taking it to substance painter should keep my clothes low poly mesh as single sided plane or should I add a thickness to all the cloth meshes, before unwrapping?
Hi. I downloaded the latest version of Substance Painter today, hoping to use the new baking viewport that I'd heard about, but the entire baking mode is not accessible. The croissant icon isn't there, going to MODE only brings up Painting (F9) and Rendering (F10) modes. Pressing F8 itself also has no effect. I can't see anybody else talking about this online. Is this a bug or is there something I'm missing?I'm using a student license, in case that's important. Thanks in advance-Andrew
Substance Painter에서 기본 색상 텍스처에 포함된 알파 채널이 색상 자체에 비해 더 어둡게 표시되는 문제가 있습니다. 흑백 값을 사용하여 불투명도 맵과 컬러 맵을 모두 내보내도 알파 맵은 여전히 훨씬 더 어둡게 보입니다. 알파 맵이 컬러 맵과 정확히 일치하는지 확인하는 방법을 안내해 주시겠습니까? 감사합니다!
Not much more to it than what the subject line says. The color space data is not included in the metadata of the image textures I'm exporting from substance painter which is a problem for what I need to use it for. Opening the image in photoshop and saving it with or without changing it adds the color space data that I need but I feel like substance should be doing this automatically without me needing to process the images afterwards. I've changed the color management in the project config to be OCIO and it says sRGB in the Export color spaces section, but all that seems to do is add sRGB to the end of the file name, and even that I don't want to happen. How can I get substance to include the data I need (that should be there, and purportedly is, but really isn't) in the exports?
Hi I have a couple of python plugins that stopped working after the recent Painter update to 10.1 . One part was caused by the switch from PySide2 to PySide6. This was easy to fix thanks to the proper documentation in the release notes. My other issue is, that the pillow (PIL) modules can't be loaded anymore. They were installed with pip on my PC (no virtual environment). No Problem with Painter 10.0 whatsoever. But Painter 10.1 can't load it anymore. I can revert to Painter 10.0 and immediately all plugins work again. The script already fails at the "from PIL import Image" line: [Python] ModuleNotFoundError: No module named 'PIL' What could be the cause? (maybe the switch to python 3.11). Is there any solution to this?
This is a problem with the model I'm pretty sure, but I can't figure out what is wrong that I'm getting this behavior. When I scale max frontal distance to fix the red areas the cage seems to invert on itself. Anyone see this before?
Hello,I have two separate folders here for metal and rust, the metal folder has a black mask that's supposed to completely cover the rust folder so that only small sections of the metal are chipped off, but the metal ends up blending with the rust and I have no idea how to fix this.I have swapped all of the blending modes to normal, which did not fix it.Image 1: Everything visible - Image 2: Metal folder black mask visible - Image 3: Rust folder visible
Hi i have this problem that is currently giving me anxiety and sleepless nights (and anger issues). I recently started using ACES for a project with a group of friends, and we are using Adobe Substance 3D Painter v8.1.0 with OCIO 1.0 and ACES 1.2, we tried to set up everything through this guide:https://mrlixm.github.io/blog/substance-painter-color-management/#aces-workflow at the "ACES -Output" section, it says that the best workflow is to export everything with exr because "Color channel will be exported in ACEScg while scalar channels will bypass any color-transform encoding" when i was going to export i, indeed, saw that everything was going like the guide instructions:--the color channels (Base color and Emissive) were setted on ACES - ACEScg--all the others data channels were setted on Utility - Raw Once all the textures were on my desktop:the color of the Base_Color texture was a bit lighter, and that's correct, because i exported them with ACES - ACESc
App: Substance painterVersion: 10.1.0 Hello im writing a python script that hooks into the `ExportTexturesAboutToStart` callback/eventsubstance_painter.event.DISPATCHER.connect_strong(substance_painter.event.ExportTexturesAboutToStart,my_func) But that only gets me the file destinations. I am using javascript to get the current project export preset export_preset = substance_painter.js.evaluate('alg.mapexport.getProjectExportPreset()')But this does not tell me what overrides the user has made. Is there a way to get that information? If they changed file formats or bit depths? Best thing is just to get all the final export information into a json file. I also have noticed there's no way to change projects colorspace, I want to make sure the project is using 'ACES 1.2' before the user exports. The end goal is to use that information in other dcc to recreate the shader (no matter how the artist set it up). Without forcing the artist to use a preset. I am
I am exploring the possiblity of using the Substance SDK to add support for converting .sbsar files to images, in my commercial closed-source 3D game engine. Am I allowed to do this? Do I need any approval from Adobe to release this feature, including only the SDK DLLs with my product?
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.