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I suppose this may be in works already, but if not, it would be great to have an option to make the text go into a vertical stack. Please see screenshot as an example:
I've been trying for a while to fix the blending of the normals which is making the sticker see through but haven't found a working sonlution both online and from my own testing. Does anyone know how to fix it?
Hi there! I am a beginner in modeling. I am modeling a rapier these days. As it has a pretty complex shape, I create separate meshes for different parts of this object, UV unwrap them individually, and use Alt+J to merge them. To make the high poly, I use the subdivision modifier. However, as I try to bake its normal map in Substance Painter, some black serrations occur on edges where different meshes intersect, especially when cylinder-like meshes intersect with others. It basically looks like this: It seems that when those objects intersect, some black things occur inside them, and they somehow bleeds out from those internal spaces, it looks like this: Using the "antialiasing" option could partially fix this problem, but it still looks obvious when I get a bit closer. I am sure I made some mistakes, but I think I cannot find the solution independently. Can someone help me? Thanks!Here is the link to my blender file:https://drive.google.com/file/d/1xjHRPYuVlrTX_439BrMLL-amrL
Hi,So I purchased Substance Painter 2024 from Steam a few days ago. I only noticed today ( never read the features on the product store page ) that i am not eligible for any updates after the end of this month. So what about existing known issues/bugs with the current version i have, or hotfixes applicable to the current version i have? Do I basically have 29 days left in hope that any updates dropping from Adobe to fix those will come in time before the end of the month, or else be bang out of luck to get any more "support/fixes" for the version I'm on ? . If so, that's just insane to basically grant a month of support/updates ( i think it should rather be 12 months from purchase date ).Had I known this, I'd probably have refunded the purchase, but I can't as I've now used it for more than 2 hrs.Thanks
Hi. I couldnt find solution for this. Searched the whole internet+here on Adobe forums and just cant solve this problem. Is there anybody able to help me with this? The problem appears when I add a generator curvature. My normal map has seams as well. Thanks
For me the color picker tool doesn't show up when Ipressthe hotkey "I". It's really slowing y workflow for my current project so I would like to know if this is an issue that can be solved ?
Hello, this is driving me insane, can anyone tell me why when I use one of the preset sitch brushes, they behave in a weird way when they don't follow a vertical path? Example attached
Currently working on a pixel form game. Is there anyway I can enable nearest-neighbor interpolation, or even a python script?
After multiple attempts to reimport the mesh with various UV arrangements I can't get this mesh to NOT show UV seams. The mesh is imported from maya with smoothed edges, no layers or textures are applied. The seans are visible before and after baking, so not sure if baked maps have anything to do with it. Depending on the UV layout, some seams become visible, while others are no longer visible. The shape of the mesh doesn't allow me to keep it all together. Screenshots added below to illustrate the problem. This is where the stitches are visible: This is where they are not visible, though there are seams there. Rearranging the UV's creates makes them visible here on the other hand. This is the mesh with the current UV layout. Please help me understand what this is. This never used to be a problem before the 2023 update.
Currently you cant share brushe strokes as a smart material across different models that have the same UV space Unlesss you paint in the 2D view. It would be awesome to paint in 3D view but cement the stroke detail in UV space so when you change a model that has the the same UV layout the brush strokes dont move if the mesh position changes. The work around currenrtly is either painting in the 2D view, or painting in 3D and then exporting those strokes out of Substance and then back in to create a smart material. which is super annoying. I have worked in games for 15+ years as an artist and was shocked this isnt a feature considering how much re-use it would mean for texture painting. Possibly its a bug?
Hi! I modelled a gun on Blender. It's my first try. It was looking all good on Blender. I imported it to Substance Painter and some extra faces appeared which I can't see on Blender. I checked my model twice but I have no idea what's wrong.
Since updating to Adobe's version of Substance Painter, I've been seeing the error message of "Fail to decode bitmap" followed by the name texture. Mostly of which are my AO maps baked by Substance. I've tried rebaking the AO mas and still receive the same errors.My resources are up-to-date and I ran a cleaning session about a wek ago in hopes of fixing the issue.Any thoughts?
I'm trying to use my diffuse mask to make color selections to create IDs from the diffuse. When I plug in the diffuse mask none of the colors appear on the model Is it not possible for me to do this?
When using Alt+Click on the only visible texture set to activate all the others again, Substance Painter just crahses.- If needet, i can provide the Autosave File. - For reference please view the attached video.- Log-File was already send via Report-Function PopUp on startup
Not sure why this is an issue with such an industry standard program. Maybe there is a setting that keeps this sort of thing in memory to load with the project with the next session but it's quite annoying. I'm working on some vascularity stuff for my current project and went to errase some of the veins I put on the wrist to replace with other veins that will look more to what I wanted. I kept errasing and nothing happened. I eventually realized that height and normal were turned back off. WHY? If I save out my project with those bits enabled they should be kept on until **I** turn them off. If I'm wrong then please inform me about how to save out a project correctly so my brush and erraser settings are loaded up with the next session of the project. ThanksRichard
I have a suggestion. When I use "ALT + right mouse button" to enter the mask drawing mode, the color picker can't absorb the gray scale of the mask. As a result, I can't draw the gray scale transition precisely, because when picking colors, it can only pick up the colors of the external materials instead of the gray scale shown by the mask.
Hello everyone,I’m facing an issue where my Huion tablet’s pen pressure is not working in Substance Painter, and I’ve tried several steps to fix it without success. Here’s what I’ve attempted so far:Enabled and Disabled Windows Ink:Toggled Windows Ink on and off in the Huion tablet driver settings.Restarted Substance Painter after each change.Updated Drivers:Installed the latest Huion drivers from their official site.Completely uninstalled and reinstalled the drivers to ensure no corruption.Tested in Different Versions of Substance Painter:Tried Substance Painter 8.2.0 and older versions (including 2021 and 2020 releases).The issue persists across all versions. Confirmed Pen Pressure Works in Other Apps:Pen pressure works perfectly in Photoshop and ZBrush, so the issue seems isolated to Substance Painter.System Details:Substance Painter Version: 8.2.0 and older versionsTablet Model: Huion (H1161)OS: Windows 11 (latest updates installed)Question:Has anyone else experienced this pro
Hi everyone Ive a problem when exporting a model to painter, why does it happen? how can I ifx it?
Is there a way to access the list of export presets with substance API?
Hi there,For some reason I'm getting the texture flipped inside SP. Why?I've check the fbx in C4D and it is fine, working good no flipped UV. Any particularly reason?
Hello, I am receiving this error upon attempting to open a Substance Painter file.Both versions of Adobe Substance Painter both on my personal computer, and work computer are the same, to my knowledge. When searching for this exact error, I actuallt can't find anything about it anywhere.
I've been working on my mesh for a couple of days and everything worked fine. But now when I add a new layer and add a mask to it, the mask is extremely pixelated. This isn't a UV issue where the UV is too small, because the rest of the layers aren't pixelated. Any guess as to what the problem is? Thanks for the info/help! I'm using version 8.1.3On WindowsI don't know the steps to reproduce as it just happened.Expected result would be for the texture to not be pixelated.
I tried using a custom cage again today and noticed its still brokenThe preview window will show the custom cage properly but when you bake and have multiple texturesets it will give you a jumbled bake results .However when i tried importing the same meshes just excluding ones that were a second textureset and did the same for the custom cage file the baking worked properlyits a bug within the software that has been there for a while now
I've been exporting a lot of masks from painter for use in game engines (for decals, skin colors etc) and I've been noticing the exported mask files have hairline gaps along the seams. I can fix this manually by opening the black & white mask file in photoshop and doing color range selection on the white areas, then expanding the selecting by 2 pixels and filling with white. However there has to be a way to fix this coming out of painter right? Any tips to a setting I'm missing would be awesome thank you.
I've encountered a persistent bug in Substance Painter related to the Height channel at the seams of UV islands. When working with the Height channel, an annoying ridge becomes clearly visible between UV islands. This issue has been known for a long time, and many users have gotten used to it. However, can't this be fixed at the program level within Substance Painter so that it works correctly? I understand that in real-time rendering, padding between UV islands isn't applied due to performance costs. Nevertheless, it would be beneficial if this function could be enabled on individual layers or through some other method. It's 2025, and it's surprising that this problem still hasn't been addressed. I hope the development team can look into this issue and consider implementing a solution.
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