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click on this youtube link to see my problem, I am really new to this.
How come the UVs of the cage need to match the low poly? I didn't think the cage even needed UVs at all, but for some reason when I change the lowpolys UVs, I also have to remake the cage to have matching UVs because if not I get artefacts in those areas where the UVs are different. Is there a way to not have the UVs of the cage affect the bake? It is tedious to have to redo the cage when I want to change the UVs of the lowpoly.
Hello, I've been testing out the new layer stack module for Painter 10.0 and was wondering if it's possible to set a filter's parameters with Python? More specifically, after creating a histogram scan on a mask, is it possible to move the contrast to 1? Many thanks! 🙂
Hello, Adobe team. I am a novice in 3D modeling. I am learning simple character modeling by myself recently. The workflow I want is 3D scanning + Zbrush + Substance Painter, that is, first scan the existing physical object with a scanner, then import it into Zbrush for model processing to better understand the 3D modeling topology structure, and Substance Painter auxiliary tools are used to make high-resolution maps. Is this feasible for you? Secondly, I would like to know how to import from Zbrush to Substance. If I add new details to the Zbrush sculpture after finishing the work in Substance, do I need to regenerate the map in Zbrush? I hope to get your professional advice and help, thank you
HiIm baking down the normals of a character im working on, and have managed better than i could have hoped to be honest, specifically with the aid of a cage mesh. Ive never used one before and its amazing how well it works. However.. im still getting some issues between the fingers 😞 . Would anybody have any tips on how to treat the cage mesh in this instance? The fingers are so close together that im feeling its going to be quite hard
Hi,I am trying to make parts for a dynamically sized panel. The panel consists of corner, side and center parts (depicted in the image). All these parts should be tileable, which is where my problem starts. The project requires me to be hand painting the textures, therefore I am working in Substance Painter. I read much about tileable materials and how to unwrap models for them. But I am at a loss on how to transfer my knowledge to this case. Specifically on how to make multi-mesh tileable textures. If it matters for your answer, the blue lines connect sides, that should be seamless.Just to emphasise: I am not looking for simple tileable textures, I am looking for tileable textures that work for multiple meshes.If you have any advice, resources, tips or pointers, it would be highly appreciated!
In World Creator, I add an sbsar file as a texture, and this is the quality I can see:So I had a problem exporting this texture out of this software, and I went to Substance Painter and loaded my model, but I couldn't achieve the previous quality no matter how small I made the tile:How do I get the best quality of this texture in substance painter?
HelloI am making low poly models and I wanted someone to please explain to me if there is a way to round corners, is there a way to do it in substance painter? My goal is not to add more geometry to the model.
When I use project configuration to bring in a updated fbx I lose all my textures and it reverts to the starting point, why?
Hello, i accidential bought the Substance Painter Annual Student Verision. I really just wanted to try it out once and im not financal capable of payements like this right now. Is there a way to get a refund on this? I already cancelled my suscription.
Hello everyone,Generally, height maps and normal maps are used as an alternative. So, if we texture our mesh using the height channel and export all the maps. later we decided to use the normal map to save memory can we get the same results if we use only the normal map in another software? I want to ask if the changes made to the height channel affect the normal channel.I appreciate your help.
Hi,why so many smart materials directly placed in Substance Painter have no normal or height channel/information?For example:"Steel Painted Chipped Dirty""Steel" or "Rubber Vulcanized Raw".These are all amazing materials (in BaseColor, Metallic or Roughness channels)but without any normal information (just plane normal map) it is useless. (((
I work with super lowpoly meshes and bake highpoly details onto them. Sometimes, I use baked lighting environments as a base, but I encounter glitches when I turn the roughness down. Theres areas where the lighting is removed or warped. It's super strange, and I've never understood why this happens.I suspect it might be related to the lowpoly mesh or the shade smooth setting I have applied. There are no marked sharps because when I use them, I get rough edges, which I try to avoid.Does anyone know how to fix this issue? It's driving me insane! Any advice would be greatly appreciated.
After having to re-export my mesh many many times to get substance painter to somehow recognize different mesh parts so I could work with geometry mask, for my surprise geometry mask doesn't work. at least not how it used to, as seen in this vid: https://www.youtube.com/watch?v=TGASuIGSUns it properly "masks" whatever I select to paint, but only while still showing the entire mesh. I want to paint my character's tongue without having to make it a separate texture set. what gives?
Hi, When using substance designer, I generate height data which must be within the 0-1 range as far as I understand. Substance Painter does seem to support negative values with "no displacement" being 0. So far so good, I can import the sbsar into painter and set the height to be unsigned. The issue starts with designer, if I want to actually see displacement I need to crank the displacement scale up to like 10+ in the material and also the normals generated as from what I understand, designer doesn't generate them based on the displacement implicitly. Now in painter, I do see the normals are being implicitly generated but the "strength" of the normals doesn't look like it matches the height. This of course is dependent on the displacement scale in the shader.How can I know what values to put in the shader's displacement scale? Generally, I'd like the shader's displacement to match the implicit normals and what I'm asking is what needs to happen and how do I know ex
Normales extrañas
I would like to know how to create the texture of moss that grows on rocks and trees.
Look The Question is not about how many details on texture!!! It's about color!In the right view, it's Substance 3d painter, and the left is exported as 2D view. But the right texture looks brighter with saturated beautiful light. It looks like in 3D view but the exported texture is not!Have I use the screenshot instead of the built-in exporter?
Ah, the month of May. May, the bridge between spring and summer (depending on which part of the world you’re in). Lots of good stuff for Substance this month – notably the latest release of Substance 3D Painter, marking the tenth anniversary of the app! Coming Soon! Ten years old is a grand age. To celebrate Painter’s tenth birthday we’re presenting a livestream alowing you to meet and chat with the engineers and product managers who do the work behind the scenes creating such a great painting tool. This will take place on YouTube and Behance on June 6, at 10:00 AM PST. Bookmark our YouTube link for the event right now! Substance 3D News It’s been a busy, busy month for the Substance 3D ecosystem. As mentioned, we launched a major new release of Substance 3D Painter, providing Illustrator support, a text resource, allowing you to add text to your objects, the ability to access Substance 3D Assets directly inside Painter, and more. Take a
So essentially, I want to edit my UV islands so that it only paints as if I was only paiting on the UV islands, without affecting other parts of the messh. As you can see I only am try edit those two UV islands for the handle wrap but wheni paint on those it affects a far way uv island
Good news! For the tenth anniversary of the launch of Substance 3D Painter, we’re presenting a livestream with some of the team behind the app. This will take place on Behance and YouTube on June 6, at 10:00 AM PST, and will showcase the latest features released earlier this month in the newest version of Painter. The team will present some exclusive live demos, and discuss their experience in general developing and guiding Painter over this past decade of its existence. If you have any questions about Painter – whether technical, historical, or something else entirely – feel free to bring them along for Q&A time. You can go ahead and bookmark the YouTube link for the event right now: https://www.youtube.com/live/uejqzcppcKc See you there!
Hello, I am going to assume that there might be no help for this, but I was trying to follow along with a tutorial for Substance Painter because I bought it in 2020, but never used it until now. It's asking me to break my model up with a geometry mask? But I don't have this option, since it appears that it wasn't added to SP until 2021. Is there anything inside Painter 2020 that is similar to this, or am I SOL? 😕😕 Should I just upgrade my Painter and eat the lost cost? I don't think Adobe does free upgrades for legacies. I appreciate any help on this.
I exported it from blender to Substance Painter as fbx . On the material tab, it looks like the mesh was damaged. It should not look like that because it is smooth on both low and high poly models. Why does it behave like that so I could learn from this experience and fix it?
I was wondering if there is a way that i can export non-square texture from substance painter. To save space in game engines I often make textures that are non square. But currently I have to import them into photoshop and export them with the right size. So I was wondering if there exists a way to export them with the right size directly from substance painter?Thanks!/Robin.
How can one create an effect like this one? You know when you get a "rainbow-ish" effect from different viewing angles.
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