Connect, learn, and get help texturing your 3D assets.
Recently active
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.
Hello, ive owned substance painter 2022 on steam for years and encountered this error today. Im unsure what the issue could be because the licence I have is lifetime though steam. Please advice on what to do if im locked out of the account. I do not want to upgrade to 2024 substance painter.I have the purchase recipt transaction ID on steam along with the payment date if you need verification.Thank you, -Tori
Hello, We have a lot of files corruption on spp file openinglike :[EngineBitmapLoad] Failed to decode bitmap.[ResourceImage] Can't serialize empty surface.[Hdf5Archive] Archive 'project.spp' appears to be corrupted.[Project] Failed to save project to ...[Project management] Save failed After copying file on local hdd and flush the %temp% folder, we can work. We must be able to open/work/save on mapped drive, and share a library beetween users. Our structure count about 20 artists working on mapped drive on windows 11 over Nas network. All workstations are 128Gb or more Ram, 10Gbits Lan, 20Gb Vram mini. We use Substance 3D Painter, version 9.1.2Build 3332 - 3dc9c3a1a7902324d43145613f44b539a0d66f51 Regards, Mathieu Boch, Pipeline suppervisor TAT production
How can I reuse the texture I did? I forgot that if I separate them, there will be a lot of textures when I export it and I can't apply it properly to Maya. I'm quite a beginner in this software so I'm still not used to it. Hoping for kind responses, thank you! 🙂
A still from the short film 'Mortem,' by Florent Bizec and Frederic Colin. Time ticks inexorably along, and we’ve already crept past the end of November. But let’s say that the start of the holiday season gives us a little leeway on this; here the awesome news and content from Substance world, for the month of November. Featured Artist November’s featured artist is Adam Capone. Adam began working as a texture artist in 2005; today he is a Lead Environment Artist at Ubisoft Halifax. What’s the most important thing to keep in mind when creating a piece of artwork? Ultimately I believe it's asking yourself ‘Why?’ If you’re working on personal artwork for your portfolio, start by looking at what this new piece of artwork will bring that doesn't currently exist? For instance, this could initially be as simple as seeing that you only have mostly wood textures in your portfolio, and giving yourself the goal that the next asset will focus more on metals –
Why I try to make a mask based on a UV island by using polygon fill I'm getting these weird stretchy lines rather than a clean edge. Any ideas on how to fix?
Substance Painter V 10.1.1 Every time i remove micro height from curve or AO generator, Painter getting not responding
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.