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I just got myself this adobe account set up with the intent to verify myself as a student and use Substance painter, but the page to send the verification email simply isn't working. I tapped in the email for this account, and while it said that an email has been sent, I have recieved nothing, not even in any of the other folders of my inbox. I reloaded the page and tried again but it just told me that 'UniqueID already exist' below the input box. I've since tried to give it another email and it's been loading for 20 minutes now with no progress. And i fear if I reload again, that email will somehow become unusable too. Is there something I can do here? Are the servers just particularly busy or something?
March 2024 has brought another edition of the Game Developers Conference, the premier event of the gaming industry. The Adobe Substance 3D team presented Substance Days at GDC, and we were once again delighted to be able to meet so many of our 3D community in person, in San Francisco. Big announcements during our keynote presentation this year included: Substance Connector debuted at GDC this year. Take a photo of any surface; convert this photo to a modifiable 3D material in Substance 3D Sampler – and now, thanks to Substance Connector, send this material directly to Unreal Engine 5. Materials appear in UE5 in real time; they’ll load in your UE5 project, and can be modified there, right away. Available for UE5 right now, it will also boost artist workflows incorporating Blender, Maya, 3ds Max, and Unity in the near future. Wes McDermott discusses Substance 3D developments in our keynote presentation. On this theme of connectivity, we also a
I recently created a mesh in Blender of a cuff bracelet and imported it into Substance Painter. The mesh looks fine and smooth in Blender, but inside Substance Painter, the mesh is broken up by a series of fine lines across its surface (please see screen shot.) These lines do not correspond to the edges of the geometry. Does anyone have any idea what might cause this, and how to make the lines go away? My only guess is that it might have something to do with the subdivision settings in Blender, but I’m very new to the program so I don’t exactly know where to begin troubleshooting. Any help solving this mystery would be greatly appreciated.
When I drop a texture to Painter its ok . But when I drop sbsar having color image input or just color input it's always milky colors. Like if Painter does extra gamma correction ignoring the input is sRGB . I recall there were small button before next to each input where you could set if it's srgb or non-color or something like that. It was simple and easy like in Blender. Now I couldn't understand a thing. Could somebody explain it please . What current rules are ? I use default legacy color managment since I work for games.
Does anyone know a trick how to have projections in Painter more pixel to pixel accurate? I recreated the planar projection in Designer using planar projected UVs and rebaked them as xy gradients to target uv set as 32bit floatin exr image . Then ussed it instead of'get position" in pixel processor.Turned out to be pretty ok and visibly less blurry than projections in Painter where the extra blur my guess comes from positioning the projected plane itself . But when I bring it back to painter as sbsar it's no advantages at all. Now I am lost.
Hi,how do I uv this wheel so that the texture in painter follows the curve of the wheel instead of going across?
I am having a problem with creating masks from an alpha. I used to simply drag the apha onto the mesh and set it to 'mask' and it would work fine but now(possibly since an update) when i set it to mask, the cropping and size is really bad and unusable whereas when i set it to base color its fine. any help would be much appreaciated, thanks.
Hey Substance Team, I'm looking for a way to create an export preset that utilizes the custom user channel naming upon export. I looked and saw that the "document channels" export preset has this functionality but I am unsure how to harness this in my own custom export presets. Currently I have to either create a new export preset every time I change the user channels name or deal with generic naming like RGBMask1 or BWMask2 etc. It would be great if the channel rename functionality was usable upon export.
desde que instale substance painter todos mis modelos salen con textura rosa, esto me impre pintar y hacer modificaciones, alguna solucion?
I've created a bunch of custom user channels and renamed them for ease of assigning them to their proper masks. When I go to export the textures and create a new output template, my user channels don't show up as the new names that I gave them. They only show up as User0, User1, User2, etc. How do I fix this?
Hello, I'm a job seeker studying game graphics using Substance Painter.I find it very inconvenient that there is no shortcut key for the "add black mask" feature in Substance Painter, so I wanted to add a custom shortcut key, but I don't know what the problem is because I have never learned coding.I received help from ChatGPT to write the code and put the script in the Plugin folder under the Python menu at the top of the program, but the shortcut key compatibility still doesn't work in Adobe 3D Substance Painter.I urgently need your help to solve this. Thank you in advance for your assistance. Here is the content of the code that I have inserted(The language used in the comments of the code is my native language.)>> import osimport sysfrom PySide2.QtWidgets import *from PySide2.QtGui import *from PySide2.QtCore import *from sd.api.sdapplication import SDApplicationfrom sd.api.sdshortcutregistry import SDShortcutRegistrydef register_shortcut():# 플러그인에서 사용할 단축키shortcut =
I mean plain or warp projection. To gett less bluririer details . Or maybe by using other UV set ?I also wonder is the something similr to sending a screen to photoshop . Place someething precisely and bring back as saved projection . A feature I used in Mari all the time when I worked with it.
Hello! Does anybody know a strategy/ workflow on how to import packaging design done in AI and fold in Fantastic Fold and imported into Substance 3D Painter? so it can be animated in AE... (I've seen workflow from AI to FF to DN and then to AE but using Videocopilot which I do own but I want to try Painter workflow to add more details). I also tried FF to Blender using UDIM uvpackmaster3 and then to Painter but the artwork doesn't align properly with the model. If anyone knows, I would appreciate it. Thank you.
Hi hello What's the workflow for exporting ACES from painter to marmoset? The top picture is marmoset; looks orange and..wrong. I did try adding colourspace to my export settings, and nothing. The diffuse exports the same no matter what
Hello artists! If you require high quality Substance 3D icons when publishing your artwork, you can find them in this page: Application icons for artists Icons are SVG files, which means they can be used at any scale. We are proud to empower you with exciting tools and are happy to help you show others that Substance 3D is part of your workflow. Have fun and go make things!
Hi Everyone,I have a single UV of multiple meshes, while exporting the textures from substance painter, how to combine the maps of multiple materials into one map per map type (e.g., combining diffuse maps, normal maps, etc.)Regards,Vasanth
How can I fix this? Essentially, my model has a low polygon count and I'm unsure about what needs to be done to improve it.
There are artifacts on the edges on normals and curvature maps, I have tried triangled the mesh and the problem is still there. I would be grateful if someone could help me to solve the issue.
Hi all, I've been trying out the Inflate Shrinkwrap to quicken my pipeline to create pool float 3D meshes for a game project. I found the effect to be suitable, but I can't understand why the corners of affected UV islands are rounded. I messed with the parameters and nothing seem to remove them. I also tried using the generator on the Sample files to check if my model was the issue, but it doesn't seem so.Anybody know a solution to this? This would really help my pipeline. I actually attached the files of a simple pool float (donut) for you to see the issue. Thanks and kind regards
Hello! Im trying to change a default library file and this message appears every time and it's imposible to change it.If i duplicate it is possible but i would like to know in which folder in Windows they are saved. Are there some option in order to change the permission and add them write mode too? Thanks.
Hello There, When exporting my textures from Substance Painter sometimes I get an entirely black texture or black spots/pixels on the exported texture. What is causing this and how can I fix it?Sometimes I have to export multiple times just to get a clean texture. Here is an example of what is happening https://gyazo.com/16beac92d19cd07fa6b5bc0799532380
When using the baking feature with a high-poly asset, I can't seem to get a clean front projection.The example below shows the baking result: The screenshot below shows the Blender Mesh. Basically a cube plus cylindrical primitives.When baking, I load the cube as my main mesh, and for the high-fidelity mesh, I load the plane plus the cylindrical bumpers. I am just wondering if it's not possible to get a straight, front planar projection when baking with the high-fidelity mesh. The mesh maps show cleary a perspective distortion.probably best to see in the curvature map below: Hmmm... I wonder, if there is no way to not see this "lens distortion"?Isn't it possible to have a 100% planar bake?Any settings I am missing here?Thx a bunch for any ideas!
Hi! I have an issue similar to the one here : https://community.adobe.com/t5/substance-3d-painter-discussions/how-to-remove-a-lower-layers-height-from-an-upper-layers-decal/m-p/14036954But the solution is not working in my case.I am trying to keep the scratches on the rest of the texture and remove it only on the blue logo.The scratches on the logo and the rest come from the Seam_Details Fill layer below. For the logo I anchored the image in a Fill layer that I reference above in the Floating_Logos folder. That way I can move the logo anywhere. However, now this specific logo inherit the scratches from below and no matter what blend mode I try I cannot get rid of the scratches on the logo only.If anyone could point me in the right direction it'd mean so much.Thanks
hi everyone, have a strange issue with normals in substance painter, it is like the normal colors are working differently in each uv piece, this is really causing me trouble and don't know how to deal with it, it of course shows everything fine when viewed in material mode in substance, but again works bad when exported to other apps, any thoughts on this? would be very grateful for any help
Hello, I've been trying to bake mesh maps on my low poly model but I've come across an issue. Since I'm not using any high poly mesh, I'm baking the mesh maps by using the low poly model itself. However, on some surface, baking creates a transparent patch on the normal map every time I try. I've made the max frontal distance and max rear distance very small numbers like 0.001, and it didn't work. I can't find any issue on the uv map organization either. Any kind of help or suggestion is appreciated!
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