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I have a number of useful links to the old Substance 3D forums that are no longer working. Is there a way to still view this wealth of information? Are those old posts archived somewhere that we can still access?
Hello! I am nearly completely new to substance painter and I have a question about something occuring on the sort of outer texture of my model I am hoping to texture. These images are before and after baking my mesh map, and I am wondering why the model looks this way and it is affecting how textures look on my model. How can I fix it so that the textures go smoothly on and do not look like random segments are sewed together? Thank you!
Does anyone know how to set color management and shader via code for substance painter ,i have to change hundreds of projects ,its too tough
Hello community!Just wondering can we extend the height of channel window since we actually have enough space for that.
Max Rear Distance - How to Visualize when baking?I was wondering, how to preview the Max Rear Distance in the 3D Viewport?I can't visualize and see the rear distance. What am I missing here?thx a bunch for any ideas!
hi guys:)i am a super beginer,(i have blender and Substance 3D Painter)and by youtube , i learned i can use blender to bake(create) a ID mapbut im thinkingon Substance 3D Painterif i can piant colors( RGB) on my objetcan i only use Substance 3D Painter to bake(create) a ID map?or if i want to create a ID map,Substance 3D Painter dosent have the function to bake a ID mapand i have to use Blender to create a ID map first?
Hello, I have a flat plane model with a seamless texture mapped to it. I'm wanting to add extra paint strokes that wrap around the UV - like the curve > wrap technique in ZBrush. Is it possible to do this in Substance Painter?
It seems like a pretty large oversight that you can't natively export multiple material layers as one texture set? I've found a way to do this with a third party software but it's kind of a hassle. Doesn't seem like this would be too difficult to implement this as a toggled feature in the export dock.
I created some models in Maya, UV mapped it, added shaders to different models and then exported it as an fbx.Then I Opened it in Substance Painter (SP), baked the maps, did some painting etc.Then I exportet the maps in the format that I need.Now, here is my problem.The model has 1 UV map, but for each shader, SP create one material with its own UV map.It does not just add the materails for one model, on the area on the UV map, where that moel is placed, but instead it fills out the rest of the UV map for each shader.So I end up having to cut and paste it together in photoshop afterwards, to create one map for one shader, so I can use the ONE shader for the whole 3D model (in this case, a room).Am I missign some feature in SP? or is there no way to paint several models at once in SP, add diffrent materials to each model etc. and then have it spit it out one combined UV map?I have attached 2 images, the one is what substance spits out, the other is an exaple of what I would like to end
Hello, I was wondering when I have a layer ( paint/fill ) with a mask, and that mask contains several filters, how can I collapse/merge that mask? So the mask gets all the filters applied and go from there. Also when exporting the layers with masks to a psd the filters on the masks don't get applied. Or am I missing something?Regards.
Hi -I'm trying to see if it's possible to export out diffuse and specular maps (16bit exr or tif) as linear, not as sRGB (gamma encoded). I don't see anyway to do this in the python api. I only have access to versions 7.3.0 and lower. Thankyou,
I am new to substance painter. I know to bake normals highpoly to lowpoly mesh like the following video. But I don't know how to bake other maps to lowpoly with different uv layout.https://www.youtube.com/watch?v=FILl_h2E2Q4I have a highpoly mesh with seperated parts and the textures are assigned to all. And I have a lowpoly mesh and all the mesh parts are joined in to one single mesh and single uv layout. How can I bake the highpoly maps like diffuse and other maps in to lowpoly in substance painter?Regards,Vasanth
Hi,could somebody have any idea what reason is behind this?I am getting these colorful artifacts (shapes) when exporting normal map using Blender preset in Substance Painter.I am texturing 1 (high-poly) model.
https://youtu.be/3kbOSpcaQU4?t=61 So here, i want can get the brick layout in the shape of the wood panels. But for the "Panel" part, i want to select any wood material or any material i want. Also I want to use a specific color for the "Mortar" between the panels. But whenever i use a new layer, it just colors everything the same. I cant make the mortar color any different.
Hello! I'm trying to use the clone tool with all the layers set as Passthrough so I can create a tilebale texture. Unfortunately the clone tool is greyed out. I'm not sure what I'm doing wrong - thanks! -Sylvia M NB: I'm using Version 9.0.0 build 2585, Apple Mac M1 Ultra, Sonoma 14.1
I am using the map normal as a stencil. The map has transparency. The layer blend function is set to normal.The problem is that Substance Painter ignores the transparency of the normal map. It paints an element, but it also removes normal information from the layer below where the stencil should be transparent.This problem does not exist with map alebedo, or hight. These maps accept transparency. Using a stencil that has transparency and normal maps, is impossible. If the object is complex, like an ornament. The normal information from the layer below is removed where it should be, i.e. where the stencil is transparent. It looks like a bug, especially that other maps (color, hight) accentuate transparency.
when i import model maya to substance then show failed to compute tangents pls help.
I'm very new to this, so this question might be silly. I'm trying to texture a wall. So I downloaded a cracked painter plaster material from Adobe 3D Assets, and dragged it onto the wall. Now, to get the texture to the right size and resolution I used UV projection and increased the tiling to 7. However, now my issue is that the tiling looks very obvious (thanks to the brown hole artifact appearing in every tile, as well other features of the texture repeating). I want to reduce this repetition by randomising the texture, but I don't know how? Any suggestions? Thanks for your help.
Is this even possible? It would be nice to be able to add to an existing color ID map without completely overwriting the old map when I rebake (It's for a decal sheet that I'm updating as I use).
Hi, Not sure if it's intended this way, but I cannot seem to download the trial for Adobe Substance Modeler, without having to pay for a plan. When I click on Try, it sends me through to a page asking me to pay for the Substance collection with the 1st month for free: I have a few issues with this;I am clicking on try, which isn't the same as getting a free 1st month.I click on try at the Substance Modeler screen, not on the collection (which it wants to charge for).I want to see what 3D program I want to invest my time in, before I put forward pricing towards my boss. I can't really try something I have to buy, and the "cancel before 30 days" approach isn't a feasible/realistic argument in a company. Am I doing something wrong? Or is it related to the fact I am already subscribed to the "All Apps" plan (which apparently doesn't include all apps)? Maybe it's intended this way, which seems illogical, but very Adobe? I just want to try the software be
Hello,I just purchased a subscription for Substance 3D Painter and I'm not able to use it on my machine. I tried calling Adobe Technical Support, but Substance 3D Painter isn't one of the app options. I hope I can get support for my new product here as I have seen similar issues go unanswered. When I drag Substance to my Wacom display to paint, it works momentarily, but becomes unresponsive if I click on 'Display Settings' or drag any of the UI's panels. So far I have tried:Updating my GPU driver to NVIDIA Studio Driver 471.41RestartingDeleting Preferences from the locations listed in the documentationRemoving software conflicts per the documentation. I looked in ShellExView for the Alienware computer shell extensions as described, but did not see the 'Alien Respawn' extensions in the list (see screenshot, below)Changing the Windows Performance Setting to 'High Performance'Checked NVIDIA Control Panel for a Substance 3D Painter program profile (I only have on
Hello, I am very new to the program but have been loving the warp projection for tattoos on models. When it comes to some spots on my model, I get weird ripples in the textures (I have tried a few). It only doesn't occur on solid colors or small, simple designs. I'm wondering if anyone has been able to solve this issue?
I've been wanting to use Adobe 3d Substance Painter for the longest time now but am unable due to error code 205 appearing every single time I attempt to open it.I've been attempting to use other apps and they still do not work as error code 205 comes up in them too.I have tried almost every troubleshooting option found online and nothing works. It's extremely painful as Adobe Substance Painter would be such a time saver for me.Any ideas? Help is much appreciated
I had a problem with baking the mesh in substance painter with these wierd linesthe model contains many object, Each object is unwarped on its own, I do not know if unwraping each object with its own uv is a problem or noI think uvs are printed over each other in baking stage
I applied for the free student license of substance painter, was found eligble and recieved a redemption code but after redeeming it and going on to my account it still wants payment in order to use it.
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