Design the future of fashion, win Firefly Pro 👗✨
Connect, learn, and get help texturing your 3D assets.
Recently active
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 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.
I’ve been learning and using substance painter for portfolio work for the last 3 years now. I’ve now gotten to the point where I can potentially sell my assets (mesh+textures) to clients. Currently I have a student license which does not allow me to sell my assets commercially. I must upgrade to a commercial license to do so. Now my question is - Will re-exporting my textures from my existing projects (that were made with a student license) in substance painter with my new commercial license allow me to sell those textures commercially or do I need to alter them to make them legal?
Hello guys 🙂 I’m hitting this error in my Substance Painter Python exporter: ValueError: For exportList item #0, the preset "resource://starter_assets/glTF PBR Metal Roughness" is undefined I am using Everything (voidtools) to try and locate it, but I can’t find that preset on disk anywhere, I am assuming it is embedded. Do you guys know where it's coming from? Any other preset from the starter-assets folder work fine. How can I access the glTF ones? Any help would be appreciated, thanks 🙂
Hi there! I have faced an issue with locating glTF PBR Metal Roughness export preset. I want to write plugin using it so it would be helpful to know the ResourceID of this preset. Any piece of advice will be helpful. Thanks!
In Substance 3D Painter, when painting on the mask of a fill layer, the brush always displays "No Material". This happens with all brushes, and restarting the software doesn’t fix it. What’s the problem? This didn’t occur in older versions; it only started happening after I updated to the latest version 11.1.2.
Hi everyone!I created a simple, slightly conical circular band model in Blender (image 1). After UV unwrapping (image 2), I then exported the high- and low-poly models in FBX format.In Substance Painter, after baking, I get noticeable jagged edges on the model (image 3).For baking, I set the antialiasing to Supersampling 16x, and the output size on 4096x4096.After baking, there are jagged edges (image 3).Why does this happen and how can I fix them?Thanks so much!123
Hi all, I am getting the following error over the last couple of weeks and I have no idea what the issue is. “Critical error can't build edition context. Invalid edition target”This pops up on different models and models that have worked with no issues before. I have updated to the latest edition but it hasn’t fixed the issue. The error pops up randomly when I am working on a model and I can pin point it to anything one thing that I am doing. Any help would be amazing as this is preventing me from completing work.
i am getting this error message [Resources List Model] Icons memory budget set to 1OOMB.[Plugin - resources-updater) No project open, resources updater discarded[Scene 3D] Unable to open file "(Scene 3D] Failed to load 3D scene.unable to open file
im pretty sure its not a brush or alpha or whaterver... perhaps a smart mask? not sure. i have provided a screenshot of what im talking about below.
Hey! Had to leave the PC for a bit. Saved the project, exited Substance and turned off the PC.Cameback and I can't open the project? Getting errors:[Scene 3D] Unable to open file "".[Scene 3D] Failed to load 3D scene.Unable to open file "".Please tell me there is something I can do to fix this. This is literally 20 hours of work wasted if it’s corrupt beyond fixing. I have no idea how this even happens?
I'm a verified student and i'm paying for Adobe Creative Cloud, i would like to have access to adobe 3D Painter as it's free for student, but when i try they ask me to pay. How do i get access to it for free, as a registered student ?
I get this error.[EngineBitmapLoad] Failed to decode bitmap.resource://project2/Curvature JaggedCliffFace_02_2_m?version=bac74d3620f356d68c754f6932800eed964f8da0.imageI get it with each of the UDIM tiles except the first one which is named Curvature JaggedCliffFace_02_1_m that one comes in normally. I saved the material as a smart material from layering manually getting what i wanted, then saved as a smart material so I could apply it to each tile. Maybe its something to do with the First UDIM? I made it into a line. from left to right.Thoughts? Using 11.1.0 Build 4950 so far.Something to note, the 1st UDIm looks also different than the other Tiles. not sure what is happening here. like its not applying something to it.
Hello, my world space normals are completely off when baking. I have no idea what might be causing this issue. I am currently using Maya to model and UVExporting as FBX file Here is what it looks like.
Hello I created a material with substance designer that uses flow maps to rotate the instance tiles. In theory it works, I tested it with downloaded flow maps like this And the tiles turn as expected but as soon as I try to paint the flow map in SP it doesn’t work.My setup is to have the material on top with the anchor to a paint layer below where I use the green normal brush to paint the flow map. using this as a normal inputAs described here https://helpx.adobe.com/substance-3d-painter/painting/advanced-channel-painting/flow-map-painting.html . Even though I am following the tutorial to the letter the material doesn’t react as expected and that I think is because the resulting flow map reads more like this Where the color ranges don’t match the flow map values.Why is that? What I am doing wrong? Could it be my material set up incorrectly?
I am attempting to projection paint or tile procedurals in the height channel to use as displacement in my dcc. Coming from Mari, I am used to setting a base colour of 0.5, otherwise 50% grey. In Painter, I have configured my height channel to 32f, and loaded a tiling image that is already set to a 0.5 mid value. However, when viewing the height channel in isolation, everything is black and white, and similar on export. How can I appropriately configure my height channel and painting so that it is representative of a 0.5 mid value?
How is the Opacity effect in Painter consistent with that of Stager? The transparency adjustment in Painter is quite different from that in Stager.
Remix with Firefly Community Gallery
Thousands of free creations to fall in love with and remix in Firefly.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.