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Hi Guys,I am new to substance painter. I have painted the textures inside substance painter, then export all maps and integrated in to 3ds max and render using vray. In 3ds max the texture colour and appearence looks different from substance painter. how to solve this issue? Regards,Vasanth
I am painting on a fill layer with opacity, When I export 32 bit EXRs for my texture maps I am still getting banding in the opacity map. This is causing my renders to be ugly. What could be causing this banding? Attached file is a screenshot of my map open in photoshop. Thank you,Kyle
How do I convert my painted height to AO? I'm currenly trying to convert surface noise to ao using the filter "MatFX HBAO". When I click it, it closes the filter dialog but doesn't activate anything. Unsure if this is a bug, user error, or if I need to manually enable certain Substance tools. **It looks like this forum doesn't recognize google drive links so I'm pasting the video hyperlink. https://drive.google.com/file/d/1i3fzjvse5edpBQNgS-UmHWyELSOQQHzi
Hi, everyone. Maybe this is a very basic question, but I am kinda new to Substance Painter. How do you make generators affect only a specific part of a mesh? I'm working on this dagger and the main colors are working just fine: But when I try to add curvature and dirt, it affects the whole thing and not just the blade which is what I want. It ends up looking like this: This is what the layers panel is looking like right now: How can I fix that? What am I doing wrong? I would really appreciate any help cause I am about to lose my mind trying to figure this out. Thanks in advance.
So I am completely new to Substance. I do have some experience in 3D, but I am primarily a 2d designer.I feel like I want to do something pretty simple, but I can't seem to figure it out. I want to export the UV maps from the (default) right window, exactly as I see it, but in full res. I was expecting an "Edit in Photoshop" button somewhere, but I can't seem to find it. So simply put: I want to export what I see in the right window, exactly as I see it (but in its original resolution), so I can edit it in Photoshop. (Sorry if I chose the wrong topics. I don't know what I'm talking about)
Is there a way to have color profile enabled by default and have a desired LUT be already applied to the viewport whenever a new project is created?
In substance painter, you can see the edge but not that noticeable.However, after baking it, the edge became dark. I tried baking it in 4096, still no use. Is is bacause I didn't bevel the hard edge?
hii have few questions to ask im currently working in korean company and we are going to buy substance painter 2024 around 20 copies in steamand i know that there is adobe korea branch.so I wonder if there are any problems between adobe central and korea branch's license policy If in the future the korean branch imposes restrictions on the purchase of programs on Steam, can you provide legal help? or is there any guidance for this?
Hi! my metahuman face mesh imported from unreal to substance painter (following this quick guide https://youtu.be/uaYNgMcEYEE) is broken. I tried different fbx versions, but they all ended up the same. Thank you!
When you startup PT you get a splashscreen with a link to online tutorials. Ever since I own the software, the link leads to an error page! I am having a hard time to just find a simple tutorial about handpainting without all the smartmaterials and what not! 🙂Will the tutorials ever be live again and can someone point me to a tutorial about just plain handpainting a model in PT?Thanks for your time!
Hi, I'm working on a file but I can't save it anymore... Every time I try to save it create a new save instance which doesn't reach the end. I've try to save it with a new file without success.The interface works, some layer thumbs are not displayed.How can I save it now? Do you know how can unblock it?Mac M1 Max, 64gb ram, 2 TB hd - Painter v. 9.1.1
Why the higher the color temperature value, the more yellow the color? As opposed to the parallel light color temperature in UE?
Hi Guys, I have a highpoly sofa model with stiching created in substance painter. Also I have a low poly version of that same sofa model, so the UV is differed from highpoly object. How can I use the same stiching layer to lowpoly model in substance painter?OR If I am working in a wrong workflow, please share the correct methods to do one time stiching for both highpoly & lowpoly models Thanks,Vasanth
Under the General Export Parameters, there is an option to select a Texture Set size. I have an output template selected which has multiple output maps, but I'd like some of them to have a different texture size for optimization reasons. For instance, Metalness and Anisotropy could be 1024 instead of 2048.Is there an option to adjust the size of each output map individually?
for a asset thats made for scenes or even games, what templete should i choose? The maps will include all the texture maps normally included from albedo to metallic....
hello. I'm just starting to work with textures in different styles.For example, textures have their own style. Whether it's world of warcraft, genshin impact, assassins creed or any other game. Where could I look for materials on the work on this topic? to understand the different nuances of their creation for a variety of occasions?
I am trying to bake my maps onto my model but its as if it only tries to bake on small portions of my mesh, theres no overlapped or mirrored uvs so there should be no reason that I can think of for the artifacting seen below
Hello! Our pipeline was built quite a few years ago using custom painter plugins built on javascript. I was wondering if the Javascript API was planned to be deprecated for Python in the near future of if both will be maintained for the time being?
Hi everyone. Thanks to your reports, we have identified a saving issue occurring on certain conditions. Therefore, if you're facing a [Project] Failed to save project... error, we advise you to switch the 3D view Display mode to a Mesh map. This will allow the application to save the project once again. Hopefully, this problem is already solved for 9.1.2 that should land soon. Best regards,
How do I get the layers in the substance painter API?
hi~guys:)in Substance 3D Painter,i bake a texture and size is 2048x1024(rectangle)but when i export texture,it is look likes locked,must be a square (2048x2048)how to change the export texture size,make it like a rectangle (2048x1024)i cant find the option :'(
Hello guys, i have my model in ZBrush. But when im trying import to substance, i cant see part of my characters mini short. I try to unwrap again but not worked. And i have couple more problems. I use "noisemaker" in ZBrush for the surface of my gun holster and the leg belts but, i cant see the noise that i use. One last problem is i cant see my characters left eyebrow. Please can u guys help me? What should i do?
Why when I tile a material this causes the quality to be decreased and blurred but in blender when I tile the material it still have the same quality is there is a way to make it work like in blender or any another solution?
Take a look at this 3D scan, and download if you like: 2023-09-05 Tree gate (Sketchfab) I shot it in RAW format, exposing for the highlights. After processing with Agisoft Metashape, the texture came out quite dark and flat. So I exported it as TIFF from Metashape and post processed it in ACR for export as JPEG. Finally, I checked how it looked when applied to the 3D geometry. It’s a tedious process, going back and forth. With Substance 3D Painter, could I adjust brightness and contrast directly on the 3D model? (With 3DF Zephyr, textures come out nice and vivid. However, I find I get better geometry with Metashape, and that’s more important.)
Hi, just firt time tried Substance painter, I finished texture my height detail on my mesh, but now I dont know how to turn it into a height map to export? And why I didnt see the height texture on bake window?Thank you!
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