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I want to put my view in an orthographic view, like the left view, and draw a straight line in that view that paints a line all away around a model, Is this possible? I've been trying to do it, but it won't paint on the back side of the model. I also have to touch the model to get it to paint, where I want to start a line off of the model, hold shift, and end off of the model. This isn't something I can do in the UV view because the object has an odd shape, but I want the line to be straight, even though the mesh is "hilly".
hi, I'm creating a character, I textured it in substance painter and want to load it into blender to pose it, how can I export a baked mesh? i mean, low poly but with high poly details and then apply substance textures in blender
substance painter suddenly crash and the file which was open is locked by painter lock.please help how to unlock/ open the file
For the past few months the majority of my smart masks are broken. I get these weird squares all over the place. Even opening old projects where they worked fine breaks those ones too. Here's a screenshot of what is happening. How do I fix this? Winows 11 Substance Painter Version 10.0.1 build 3757
Hi! Old After Effects/Premiere/Illustrator user here, but just starting out with 3D software (C4D / Substance Painter), so I need your help : ) I'm trying to export texures from Substance Painter to C4D. In C4D I'm using the Physical Render. So... What's the best way to do this?I did some research and apparently exporting texture maps from Painter, and then importing them into a PBR material in C4D is the way to go, but I cannot find a guide on where to import each map (Color, Roughness, etc), and if there's any alternatives. All help will be appreciated, thanks in advance!
After some frustration and testing, I found that instancing a smart material breaks the micro detail. It makes sense I suppose, because other texture sets wouldn't inherit a foreign anchor point. Not sure how to resolve this. Maybe anchor points expose a paramter in the instance that can be toggled or re-assigned? It could be displayed in the instance property window? Attaching a Google drive link because this forum doesn't recognize the url for embedding
I want to view all sides of my mesh. Why the heck is this on by default and at the same time so damn hard time find to turn it off allegorithmic/adobe. I would appreciate it very much if someone could help me to turn this off! Many thanks in advance!
Hi,I’m experiencing an issue with the appearance of a T-shirt in Substance Painter after exporting it from CLO3D. I've attached three images to illustrate the problem:The first image is a rendering of the T-shirt in CLO3D.The second image shows the T-shirt prepared for export in Substance Painter.The third image is what I get in Substance Painter after baking the mesh maps.Here's the process I followed:I baked the UV maps in CLO3D.I exported the T-shirt as an FBX file from CLO3D to Substance Painter.In Substance Painter, I baked the mesh maps at 4096 resolution.Despite following these steps, the T-shirt doesn't appear correctly in Substance Painter. Could someone please help me understand why the T-shirt's appearance is not consistent and how I can fix this issue?Thank you in advance,
Hi, I wanted to cancel subscription of Your Substance 3D for Students and Teachers but it would not had let me because I didnt put any payment information (bank card). So I filled in the necessary information and hoped It would allow me to cancel it. It actually did but for some reason it also subscribed for almost another month and took the money of my card. I don't understand why and I also don't understand how to file for a refund in this situation... Can anyone help me?
Hey,guysWhen I baked my mesh,any surface below the highpoly mesh could not be baked.Max frontal distance is worked,but max rear distance bar is no function.Please help,thanks!
Why can't you detect my custome libraries any more? You buy these products like substance and mixamo and then you make them suck. And my only question is why? Why do you have to ruin perfectly good things? I hate you. I have never hated any company before. I get that it's all about the bottom dollar. But no other company ****s things up for me in my personal life like you do. Why do you do this?
The latest version of Substance 3D Painter, ten years in the making, is here, and it brings a bunch of features to makes artists’ lives easier, and to make workflows more efficient. You can now drag and drop Adobe Illustrator files directly into Painter, for instance, or easily switch between artboards to experiment with different designs. You can access the huge amount of materials in the Substance 3D Assets library directly within Painter, browsing and downloading whatever resources you need without leaving your project. And Painter now incorporates smoother text workflows – that is, all your system fonts are now supported; you can access them directly within Painter, or drag and drop text directly onto your designs or layer stack as needed. So, take a look and see what the newest version of Substance 3D Painter can do for you.
Hi everyone,As said in a previous post, I'm currently working on designing t-shirts in CLO 3D and importing them into Substance Painter to apply colors and textures. These designs will be produced in real life, so it's crucial for me that the colors I use in Painter are as accurate and true-to-life as possible.Could you please advise on the best practices and settings within Substance Painter to ensure color accuracy ?I'm looking for tips on:- Project setup- Color space settings- Importing and applying color profiles- Environment and lighting settings- Export settings Any recommendations or resources on this topic would be greatly appreciated!Thank you
hi i need to delete extract 14 and 9 but idk how i can do thjat.Can i have some help please
I have named all texture shaders in Maya but then when imported into Substance Painter, it shows the types of the shaders e.g. Ai Standard Surface, instead of the assigned name. I have been using that method for a while and it was working just fine until recently. Please help.
On Substance 3D Painter, version 10.0.1 on Mac OS 14 and Windows 11,The presets are very outdated for Unity and are unable to texturepack clear coat masks for Unity despite Adobe claiming support for Unity. This is a bug as it results in unexpected behavior due to out dated, incomplete presets. Expected behavior is for the presets to actually work out of the box.Instead, there's a lot missing:There is no Clear Coat Mask, Height, nor Occlusion by default. URP (Universal Render Pipeline) is my priority so let's start there.Issues:The presets export 8-bit by defaults. Whats missing from the Lit material (Occlusion and Height): Whats missing from the Lit Complex material (Clear coat, Occlusion and Height): I'm aware I can make these presets myself. The biggest issue I have is the inability to change coat roughness into coat smoothness as part of the export. Does anyone have export presets that are actually relevent in 2024? Many studios do
For some odd reason, the download speed from Substance Source is super slow.I takes minutes to download one material.Seems a server side issue. Anyone having similar issues?thx
I have customized the User0 channel in SP, setting its format to RGB8. Then, using a Filter created in SD, I have stored the four images I need in the R/G/B/A four channels of User0. However, when I export this User0 texture, the content of the Alpha channel is pre-multiplied onto the other channels, causing errors in the other channel information. I would like to ask if anyone has any good solutions. The file format I used is TGA Substance 3D Painter, version 8.3.0Build 2094 - ef4d98e65d94c0756a3991957cab43f70b16c9b4
In SP, I want to use the Python plugin to access and modify the 'Activate Color Profile' property value under the Camera Settings in Display Settings. However, it seems that SP has not exposed this API.
Hey there, I have a proeject I am working on for a game, and It is having some issues when I get to the ligt baking process. I am placing my maps in the emission channel, and all over the rest of the model it works flawlessly, however on this pass with this wall in particular, I get these awful seams, as if the texture isnt lined up properly. I was hoping someone could help, I have tried everything in my personal toolbox.
I have a question regarding the sale of 3D models with textures created in Substance Painter 3D. Are there any restrictions or specific conditions that I need to comply with in order to legally sell 3D models textured using your software? Does the End User License Agreement (EULA) permit the commercial use of textures created in Substance Painter 3D?
I'm writing an automation tool that will process hundreds of .spp files and output textures from them based on our custom preset. For the most part everything is working.The tricky part is that some of the assets have texture/color variations that are stored in grouped layers such as "0001" , "0002", "0003" etc. Only one of those groups is visible at a time, the rest are hidden. I see no info about layers in the documentaion, is it possible to get access to document's layers, layer types, and their names? Is it possible to toggle their visibility? Ideally I want the tool to be able to toggle folders on and off and export each variation
Currently the only way to identify layers that share a group is to choose one of the limited number of colors available for a layer, with members of the "folder" being assigned a slightly darker shade of the same color. This is better than nothing, but PLEASE implement an indented display similar to Photoshop so that's is very, very easy AT A GLANCE to see which layers are groups and which layers are the group members. With complicated projects with lots of layers, this is currently not the case.
After using the Paint Along a Path feature to draw a shape, I sometimes find that I need to slide the shape that I've drawn "up or down a little" and this is an excercise in frustration. While it is possible to select all of the control points in a shape, it is not possible to move them all as one. Simply being able to shift points along global XYZ with the arrow keys would be a huge improvement. As a follow-up, adding the ability to "maintain snap to face" would be a bonus, but more difficult implementation. Imagine a circle of path points around the base of a cone. Selecting any number of points and moving them "up" would hopefully cause them all to simply translate upwards; projection depth would determine whether they still leave paint on the surface.But with "maintain snap" enabled, the initial "closeness" of the points to a surface would be checked, to determine if each point is snapped onto a face, and if so, the direction to that face. As the Up key is pressed, each p
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