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I am currently making a large hospital campus which will be a scenery for msfs2020/-2024. I have made the building complex in Sketchup while doing the UV-layout in Blender before texturing in Substance painter.I am recieving feedback that my projects are large in size, mainly due to the texture files. I have in the previous project set up the building with many different sized textures sets, but they have been too many resulting in a large sized project. With the current project I am keeping the number of texture sets lower to reduce size, but that results in larger UV’s and blurry textures.My question is: Creating a large building complex, how would you go about solving any resolution issue while also considering file size and draw calls? Sketchup model with predefined materials as texture sets. The assigned materials and it’s UV layout 2k brick textures assigned to the texture set in substance painter.
Hello!I bought the Steam version of substance painter and wanted to ask if there is any possibility to revert to the OpenGL version?My RTX 5070 ti has noticable performance issues with the Vulkan version but runs well with the older OpenGL viewport.I know that because I previously worked with the regular subscription version, where reverting was possible and it fixed the issues.Best regards,Philipp
It it possible to export textures with a transparent background instead of the default grey/white that’s always underneath? I feel like it should be. I want to use what I’ve painted as a decal of sorts to be overlayed atop pre-existing materials.
高さマップを含めたレイヤーにマスクを追加し、そのマスクに対しブラシやパスで描画するとブラシのぼかしの部分にポリゴンの境目が目立って見えてしまいます。バグでしょうか?バグではないとしたら、対処法がありますでしょうか。
I have a project in Substance 3D painter and i would like to export it for 3D print on a Mimaki 3DUK-553. I know it will have to be run through a slicer before printing on the printer. My question is, what is the best way to export the textures and mesh or is there a template that is the best to use? Thanks for you help
ive got this square around my alpha ive imported that is very easy to see when looking at the model does someone know how to remove this.
What does this setting actually change?I changed this setting to OpenGL as a test; imported an OpenGL normal map - and it looks wrong.the OpenGL normal map in question So if this setting doesn’t change how normal maps are displayed in the viewport, what does it do? 🤔 (Edit: I imported the DirectX version of the same normal map and voilà ; it looks correct - even though the project setting is set to OpenGL...mysterious)
Like you can see here, I did paint only once on one UV-shell, and it painted another as well. Their UVs not touching each other. I can assume it happens becaurce they're one model. But I thought that's why we use UVs, to make one tecture file with different materials inside
I'm getting bad bakes for the lock, latches, and side handles. (Wood pieces too, but I'm not super really concerned about it since they don't seem to show any visual artifacts) My UVs probably aren't the best, but as far as I can tell, nothing is overlapping or sitting out of place. I tried repositioning the lock physically and on the UV map, making sure nothing was intersecting with it, and still it came out the same way. I can't seem to find why my UVs are turning out like this. Maybe there's some general things I want to avoid when organizing things that I don't know of. Not super experienced in the field.Also, the mesh bakes the same way if the pieces are joined or separated.
I can see there's options for HDR color spaces at verious display capabilities but substance itself doesn't seem to display in HDR? Am i doing something wrong? This is on Windows 11
Currently am trying to download the Substance 3D painter but upon installing I noticed the waiting time is taking too long to do. I did try to install and wait around 2 days now with the screen still loading. Is there any way I can fix this? I dont think it’s due to wifi connection since installing other Adobe programs seems to work fine.
I made a sbsar from smooth curvature node in Designer + a few extra stuff . It needs combined normal map . So far the only way is to bake an export and reuse it. The same old way I used long ago. Is there a trick to do it in the stack with anchors?
I just cant bake my geonodes I want to use this vortex for my game but I cant export it with textures.
I am baking my curvature map on 8k resalution yet my edges still look really bad
Hello,My student license for Adobe Substance 3D was approved 4 days ago, but it still hasn’t been applied to my Adobe account. I received the approval email I am logged into the correct account The plan does not appear under "Plans" I already contacted Adobe support, but the issue is still unresolved Could someone check if my license is properly provisioned to my account?Thanks in advance.
I am making a project for a helibase to be used within msfs2020/2024. The model is painted in SubstancePainter and I am using different layers. I start by baking the model (a building) using document resolution and output size to 4k. I am baking the world space normal, AO, curvature, position, thickness and bent normals. I am not including the opacity, height, ID and normal in the baking process. After baking is complete I paint my texture sets, and I adjust the texture set size to a maximum of 2k, but also down to 125x125, depending on it’s visibility on the building. I use multiple layers on faces such as walls and roof. When the model is finished I export it as a .gltf file for final adjustments within Blender. My issue is that when the project is complete and built within msfs2020 development mode, the texture files are very large in size and I need to reduce them.Is there something with my workflow above that I could do differently to reduce the texture size even more? Is there s
Hi, I just installed Substance Painter and it won’t open from Creative Cloud. For context, I have PS, zbrush, blender, maya, etc and they all work fine. PS opens fine from Creative Cloud. Substance is the only application that simply does not open. When I click on it from CC, the mouse gets that little buffering icon for a second and then it disappears. No error message or anything pops up. I also tried going to the .exe and running as administrator. An error pops up and says “The application was unable to start correctly (0xc0000142).” I have tried a fresh install but no luck. I am running windows 11 and have an nvidia geforce rtx 4060 GPU with updated drivers. All other 3D software works fine.
Hello,I am looking for a feature in Substance 3D Painter that functions exactly like Blender's "Paint Mask (Face Selection Masking)".In Blender, I can select specific polygons and use a BRUSH to paint within those boundaries without the paint bleeding onto unselected faces (see attached Blender screenshot). In Substance Painter, I cannot find a direct way to do this. The Geometry Mask only allows "Mesh names" selection, and the Polygon Fill tool only fills faces with solid colors rather than acting as a brush boundary.Is there a direct way to use polygon selection as a "live boundary" for the brush tool in a standard workflow?I want to confirm if this fundamental feature from Blender is simply missing in the standard Painter workflow or if I am overlooking a specific setting.Thank you.
I’ve been having an issue when baking my low poly mesh with my high poly mesh. I’m fairly certain its due to the software reading one part of the mesh as another, but i have no idea on how to resolve itImage describedIssue shown while baking
I added the roughness channel from this turtle skin material, on top of a aluminum material to add a pattern. It creates these outlines with spots in the center. How could I make it so the outlines in the metal have a different color? Could I also make a separate color for the grayish spot in the centers?
Hi everyone,I'm new to SP and am trying to understand how texture placement works with the various Projection options.In Image 1:you can see how I assigned the different projection modes for each side of the model. And from a relatively far away, it doesn't look bad.But up close, in Image 2:the UV stitching lines are clearly visible.How can I fix this?Thanks!
I have a problem where I put my texture into roblox studio so it can add it into my mesh but for some reason it gives me errors. Does anyone know how to fix it? plz help
I recently purchased the newly released Substance Painter 2026 on Steam. As the latest version, I expected it to support available downloadable resources.However, I noticed that a free resource pack (materials/assets) on Steam requires Substance Painter 2025 to be installed in order to use it.This raises a couple of questions:Is there a specific reason why this pack is not compatible with the 2026 version?Are there any plans to update it for 2026 or release an equivalent pack for the new version?It seems counterintuitive that the latest version cannot access content available to a previous one, so I’d appreciate any clarification on whether this is intentional or just not updated yet.
The 3D mesh file is in obj format. After drawing with a pen or brush, when sending it to Stager for display, it shows that the model cannot be imported. However, if you go to the project configuration, change the import settings, remove the retention of the brush positions on the mesh, and re-import the mesh, it can be imported normally again. The cost is that it will change the position of my pen path. Is this a bug?
Spoiler: Curve Shape slider does nothing related to sharpening a curve marked red on a screenshot.
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