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Hi ! I have a problem with the UDIM workflow...I wanted to switch to a UDIM workflow (until now I didn't use it and so I separated my UVs with different IDs and materials, so i had to switch between differents TextureSet) However, I've tried everything for my symmetry and nothing works: If I apply an offset for symmetrical UVs parts as I was doing before, this time all UV boards are taken into account, so I'm multiplying the number of textures and that's not what I want of course (for video game workflow optimisation issues). And If I overlay the two part of my UVs, It just doesn't bake (but the symmetry that I want works !). I know there's a way to do it, because there is a complete substance painter tutorial on Youtube, with exactly this type of mesh and UVs, except that it's not explained at all in the video. Also, some of my former colleagues have already done it._ Please help_ because i'm going crazy trying out everything that i can think of and not finding any solutions
Does anyone know if in Subtance Painter, for the output maps it is possible to omit some words using $textureSet or $mesh? I mean I always use the name of my materials as MAT_House, I would like that "MAT_" does not appear when exporting or if my mesh is called FBX_House does not appear "FBX_".Thank you very much.
i use free trial version in substance painter to get idea and get experiance . i can't see many options like materials, filters why is that happen ?
Hey, I am noticing with some scenes I am working on in Painter, that I cannot zoom in to objects very closely which is making it hard to paint. Is there a max zoom in option? I havent found one but I am not sure why I cannot get right up close and personal with my objs's. Any ideas or settings to make this work? Thanks!
I just completed my first Substance Painter tutorial and I was very impressed by this program. I work as a 3D modeler using Maya and to date I have used Photoshop to create textures. With that being said, I would like to ask if SP is the prefered method of creating textures over Photoshop? I'm not dismissing either one, but I would like to focus on a program that will offer me all the control I need to create textures with the details I require. In other words, can SP do all that Photoshop offers when creating textures?Lastly, with all the filters that SP offers, is there a manual somewhere that explains what all of them do? I have relied on Youtube for my SP tutorial but some others just take you through the project by telling you to, "pick this option and connect it to that...". I would like to understand the basics and move from there.Thank you.
Started a new job recently and I'm at my wits end for trying to solve this problem. When in Painter (and Designer) my middle mouse on my pen isn't registered at all. This makes it impossible to navigate in the software with standard Substance/Maya navigation. MMB works correctly in all other software packages as far as I can tell. Only Substance Painter and Designer are having issues.I'm using the following version of painter with the most recent drivers for my Cintiq. Substance Painter, version 6.2.2Build 661 - 90395d89ce8b089bdb4bffbb6bd272741a80f04fWindows 10, up to date. Painter registers my LMB and RMB within the interface correctly, but doesn't register my MMB at all.Any help is extremely appreciated.
Im using a SP plugin called HairTG-Surface to create a base layer of hair to cover the scalp of a character. As the title says I'm getting these strange lines on my exported textures. I thought It might have been something to do with the cage when baking but I've tried adjusting the cage size and used low polly mesh as high polly, but I get the same result. Can't find much info on whats happening here and I've not come accross this before when exporting textures. Appreciate any help.Substance Painter Base colour exportDisplacement exportOpacity exportRoughness export
When I have imported a model for a wall, I made in blender the model had some problems that i could not fix, The model in blender was tottaly fine
Adobe told me to use my personal Adobe CC account for a "90 day trial" then transfer it to my companies's account. This didn't make much sense and quite dubious, so I opened a third account no associated with my credit card or my work. The 90 day trial never happened. And the 30 day trial expired before I could get the 90 day trial to work. Now it's been 90 days and I'm getting threatening emails telling me my third account will be closed. did anyone else have to jump through a ton of hoops just to get a trail, only to give up and look for alternative software before the trial period supposedly ended? Also is Substance worth learning? I will probably use it once every few months so not worth doubling my bill, but may be able to convince work if I have a chance to learn it.
when i am applying noise in height its not worrking seamless i saw so many video but now one tell what i want.how can solve this issue?
Hi there...I have been working on my model all morning.I have been adding high poly meshes and exporting as normal, baking has gone well. I am using obj.So, I modelled a few extra bits, and the dont show up at all despite being visible in the Bake room.You can see from the screenshot which ones are missing.I tried a load of things, combining the HP meshes together, triangulated, exporting out as one file type then bring it back in as another. Applying scale, rotation and all transforms.Heres the high poly in bake room showing all details...Heres in texture window showing nothing?any help would be great..
Hi I have a basic white square on a layer, and no matter which overlay mode i use (on Base color) the square just stays white and doesnt seem to blend with the layers beneath it (namely, overlay or softlight - as would happen in photoshop). Am i doing something wrong or does painter not work like this? thanks for your help!Nick **EDIT** oh! so it seems if i put that layer in a folder and mark the folder as overlay it works! Is that how it should work? Seems a little odd
I am very new to UV unwrapping and Substance Painter and I am sure I am doing something wrong. I have a basic model in C4D. I unwrap the model in C4D and test it in C4D Paint after unwrapping and the paint works. I then export as .fbx so I can import into Painter. When I do this the geometry is incorrect and so is the UV map. What am I doing wrong?
Hi there,Was wondering if anyone know's if it is possible with substance painter, or know of any other solutions, to go about baking AO from and onto objects with transparent textures.I came across this video by Outgang on youtube, who examined the character model Cloud from the Final Fantasy VII Remake game. With the hair they appear to use multiple UV sets, one with the texture and one where they have made each hair plane it's on UV shell so each hair plane could have it's on AO.Link to video (Hair texture topic at 25:21):https://www.youtube.com/watch?v=w8SjXHQ8ASYAnyone know if substance painter can do this? or any other software that can?
how can I export t the existing model to use only a single mesh/material for the blender because when I try to import it into the blender it imports with all face mesh it does not correctly size to larger my building model in the blender i want to import a single mesh as a material only.
Hi, I would like to ask whether it affects performance or memory if somebody paints on differents layers with one channel turned on (one for color, one for roughness etc.) instead of using all channels of one layer.
Can i use fonts from substance painter for commercial?
Hi, when I use Bake Mesh I get gray spots on the model, the mesh is fine, the UV is well placed (I think) and the faces are facing the right way. Some objects have "IG", they just don't have the HP version. However, the problem occurs both on models with and without the HP version. HP are hair, body, face and shirtEverything else is "IG" without HP version
i`d like to hide certain parameters in my filter that i made in substance designer when the different tabs are disabled. Is this possible?I know that there is the Visible If function but i don`t know if there are build in variables that can access this data or not?
I dunno if it's possible but I want to ask you if it's a way to create common smart materials that when I change them properties those change on all the files where they are used (maybe when clear them and create new). It would be fantastic...
As title, I would like to export OpenGL normal maps without having to change it through project settings, so painter stays in directx but exports as OpenGL. I tried playing around with custom export settings but it didn't work. Is this possible?
My light was turned off and the PC turned off, after that I can’t start my project, although I saved the project before the light turned off. What should I do? Can I pull the layers out of this broken file? Or something else? Or somehow run? Error: cannot load this project is invalid binary data
Hello everyone! I have some problems with color managment in photoshop after exporting layers from Substance Painter. The trouble is the pluggin export layers in custom color space, but I need sRGB color space in my prjects, and I can't convert space without changing any colors. Save original colors is important for me. Is there any ways to export layers in sRGB or convert space in Photoshop without color changing?
Hey guys,I'm kinda lost on what to do at this point and not sure what to even try. I want to use this wood texture, for the seat of the bench model I made, but I can't figure out why it's exporting this way and it's just unusable like this in blender. I hope you can see the problem with these two screenshots. I really need your help everyone, thanks in advance.
So this might just be something that is baking 101 or something you wanted to do but I appreciate if i could get direct feedback to make sure i'm on the same page so it help to keep it simple to build it up. So i got these two cube. One that is just normal cube as shown here.We can see how it shade smooth and how many tris it has. Now i have a this cube with a small push that I like to bake on to the first cube. Here is the high poly one and it tri numbernow when i go to bake it, here is how it turns out in substance painter with the normal picture.Now it doesn't turn out to have the detail of making the push in my high poly one be shown in my low poly one. Is the reason this doesn't happen is because when you are baking something, the high poly should have extra tri to it as in give it extra subdivision and bevel so it help it show more detail for it to be baked on to a model. Trying to understand baking and it helps if i can understand simple on a cube as othe
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