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Okay, yes, I am reposting but my last post nearly 20 hours ago has only gotten 12 views and zero replies. The issue is that when I export from substance 3d paitner the bullet holes are all outlined with black markings, like the inside was put on the outside.
As the title suggests, Substance painter has been lagging and awful lot lately. Especially when trying to move the camera in the 3D viewport. I go from 80+ FPS idle, to barely pulling 3 FPS when trying to simply rotate my camera. This is not a problem I've ever had prior. I'm up to date on driver updates and windows updates. I'm running a Windows 11 Operating System and I've had the program since around August of last year. Since then, I have had no errors with Substance painter besides just not knowing how to use it well which I have learned overtime, and then this problem presents itself out of the blue. I'm thinking it has to do with the app itself since it's gotten a few updates recently, but that still wouldn't explain it. The last time I really used Substance was March 22nd of this year. I tried booting up Substance yesterday and found this problem. I asked a friend of mine who also owns the product if he was having the same problem and weirdly enough he wasn't, but that still do
The issue is that it seems like whenever I export the textures from substance painter the textures within the bullet hole seems to appear outside of the impact zone. Why is this happening? I would have to go back and redo the layer.
Hi there, I am making a skin for Counter Strike 2. The game shader supports the use of the alpha channel on the base color texture to dictate wear. Usually I use Photoshop to Add a Alpha channel but was wondering whether I can just export the Opacity Input Mesh into the Alpha Channel of my Base Color in TGA format. I tried to do that but I dont think its working as when I open up the exported TGA in Photshop the Alpha Channel isnt already added. Sorry im still new to this so any help would be appreciated.
I just bought Substance Painter 2022 on Steam. I have a dual monitor setup, one 4k 60hz monitor and one 2k 165hz monitor (Main Monitor), both connected to my GPU by Display port. Substance launches okay on both monitors however on the 2k monitor it has a flickery and slow interface and once a window is opened and closed substance painter crashes. It works fine on my 4k monitor no issues no crashes, however when I drag the window to my 2k it immediately crashes. By crash I mean both monitors go black for a second and then susbtance painter crashes completely. Thanks in advance for any help I'd really like to use Substance on my main monitor.
Hiwhat is the soultion for seams in the normal maps which are extracted from the zbrush to the substance painter.
I have a human model that UV unwrapped and uses a UDIM system. Nomal painting works absolutely fine. The issue arises when I tried (perhaps in a less than ideal workflow) to add skin details like pores usng perlin noise. The steps I took:1. Created a fill layer with only the normal channel activated.2. Added a white mask and added a 3D perlin noise fractal to the normal slot.3. Model now suddenly has weird coloration and lighting that is different between UV islands.I baked mesh maps within substance before starting the paint process, and I'm working in DirectX for Unreal engine support. I've attached a short clip that shows everything. (If embed isn't showing, here's the link -https://youtu.be/QlelVoUfdxY)Maybe I'm doing something wrong. All I really want to do is add skin details. I'd appreaciate any feedback on this matter. Thanks!
It is a common keybind that the TAB key would move your text cursor from the current field to the next text field.TAB is currently used to minimize panels. While this is useful it is a feature, it does not have a standard in software. Moving it to say the ~ key, that is not in use, would be the easiest change. It's right next to it. Texture work is becoming more advanced and more tools are being made to manipulate them, meaning we are now dealing with more fields then ever. Having to mouse over and click every field adds up. Users are easily losing hours over a project for useless mouse clicks. This might sound inconsequentially small, but it has a big impact in speed. Please include this digital standard.
Title: Persistent Color Palette Visibility When Switching Between Brush and EraserDescription: When painting a 3D model in Substance Painter (version 10.0.1 on Windows 10), the color palette closes automatically when switching between the brush and eraser tools. This disrupts the workflow as I constantly need to reopen the palette.Why is this valuable to you? Maintaining the palette's visibility when switching tools would save time and enhance the user experience by allowing for smoother transitions between tools without the need to repeatedly open the palette.Title: Add Color Picking Functionality with Alt Key While Using BrushDescription: I would like to suggest an enhancement for the brush tool in Substance Painter. Similar to Photoshop, it would be very helpful to have the ability to pick a color while using the brush by holding down the Alt key.Why is this valuable to you? This functionality would streamline the painting process by allowing users to quickly sample colors without s
I have been using the substance painter 3D application for years. I just bought a new PC and upgraded my teacher's license. I downloaded version 8.3, worked for a couple of hours and then couldn't open it again.I get stuck in the startup splahs with a blank screen.I have tried previous versions and the same thing happens to me.
já fiz o donwload do Substance e quando clico para abrir ele inicia e depois fecha em segundos de forma automatica
After finishing texturing I noticed that 99% of my height and normal modifications were being drawn on this weird combo height + normal + mesh channel and when I exported the textures my normal and height maps are completely flat. Is it possible to transfer this channel to correspondings ones or do I have to do heights and normals from scratch
Hi!im a little freaked out right now, I'm working on my Thesis Film and have a majority of my Substance Painter files on a drive but left 2 files on my computers downloads( careless I know). I hadn't touched either of them in a few days since my semester just started and when I check one of them (a texture of a knight) last night it was no where to be found. It wasn't in any of my files or from what I know it wasn't renamed or moved( and no one has access to my computer except me ). I checked Substances autosaves in its files and I have one save from that project but it was before a bunch of hand done embossing. The other file is completely fine but I don't know what to do. Yes I can spend some time redoing it but I'm just wondering where it could've possibly gone???Thanks.
When painting in photoshop, I always create a new temporary layer to paint on so that my base layer won't get messed up as I work on a new part of the picture. Once that part looks good, I merge it down with my base layer. (I do this hundreds of times, so I have to merge them, otherwise I'd be left with hundreds of layers) How do I merge layers this way in substance painter? Or, if merging layers is not possible, is there a way to use this workflow in substance painter in any other way?
I am using a Wacom tablet with a pen instead of a mouse. I have my pen's 2 buttons bound to modifier keys within Wacom's software and never had any issues with it in any other software, but in SP it seems to bug out and cause the modifier inputs to be unresponsive/not being recognized.I have to either press the same button on my pen multiple times and then hold it for a good second or two, OR I have to lift my pen and then attempt to press and hold the button again. After doing either of those 2 things it'll work for a random amount of time. Usually alt-tabbing onto another monitor/window breaks it again. The pen's working fine and in other programs there's no delay.I can alt-tab into Blender for example and instantly press and hold alt/ctrl/shift and I can see the modifier keys taking effect by the bottom toolbar changing.Same goes for any other program, the buttons take effect immediately, but inside of SP they randomly break and are unresponsive.This happens upon alt-tabbi
Hello.Please add the ability to assign shortcuts to the Project Configuration menu (Edit - Project Configuration...). Very often I have to use this menu. Shortcuts would speed up the work.
I'd love if we could switch Painter to nodes . I hate layers. Don't understand a thing in my own files just next day. All those anchors are nice but after 2-3 of them it turns into undecifirable mess. Doing anything procedural is such a pain in my ..... Easy in Designer , then never works as expected in Painter. All this sbsar exports adds just unnesassary extra layer of pain, returns errors in half cases while working just fine in Designer. Same as in Photoshop and Sampler . Never works basically untill you waste days debugging sbsar export. So please Adobe, bring Designer into Painter or other way around , usable brushes and projections into Designer . Bitmap and svg nodes in Designer are so outdated&nb
Hey guys! I bakes my body mesh and for some reason when i try using generators its causing uv lines/ my mesh mesh to show up. i baked it as a i normally do any ideas?
I would LOVE a "Save Incremental" option as I'm always versioning up project files. Anything like that on the roadmap?
Something that would be super awesome is a tool where you can click a location on the 3D Mesh and have it highlight the location on the UV Map. Sort of like the find cursor function on Windows, but to find a location on the UV Map. It could even work in reverse, clicking on the UV map would ping the location on the model. I spend way too much time finding where something is on my UV maps, currently I make a pink paint stroke or fill layer with mask to find where it is, but even then sometimes I have to look a while to find it. This would be especially helpful on models with UDIMs.
I UV unwrapped a model in Blender. It's meant to be a tiled wall so I scaled the texture to reflect the real-world size. When I do this, the size of the UV islands increases so it extends outside of the UV Grid. It looks fine in Blender but when I import it into Substance Painter, I get texture distortion. Does anyone know how to fix this without compromising the texture scale?
Hi everyone, I'm not used to bake from high poly to low poly, so i don't know if i'm doing something wrong. When i try to bake in substance i meet this problem with the cage:Basically one point doens't move like it's supposed to so it end up creating an artifact during the bake.It shoud stay straight when i increase the cage's size The result: The mesh
Hi everyone,I'm facing an issue where the textures look normal in Substance Painter, but after importing them into Blender, there's a lot of abnormal thickness appearing on the model. It might be due to an issue with the settings during the export process in Substance Painter, but I'm not sure what exactly went wrong.If anyone has encountered this problem or has any suggestions on how to fix it, I would really appreciate your help!Thanks in advance!
How toCreate Fill layers for all texture set in there layerstack with python.Should be a simple command?trying to do a simple but usefull autoBaking system. for streamlining some of our pipeline.
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