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Greetings everyone !So, im kinda new to Maya and modeling and texturing and im having an issue right here and i can't find anywhere why i have this issue.Basically, i did a very simple mesh, did the UV's properly (i think) and saved as .fbx but then i cant load in this mesh in substance. Please help me :')
Hi, where can I find the EULA for Substance 3D Painter 2025 (Steam edition)? I need to know whether I can use it for commercial work as a freelancer or a small company. I didn’t find it when purchasing the software (I only saw the Steam License Agreement), and it didn’t appear on the first launch either. Thank you.
Let's say I have a UV unwrapped model with multiple texel densities: 4 [base Td], 8, 15, 20, 25, 30, 35, 40 px/cm, and I want to perfectly equalize their effects on normals-height using Height Adjust filter:- what is the precise formula that I should calculate to put its result into Height Adjust filter?
Hello all,After trying many times now, I still cannnot get every channel listed to export after my paint session. Usually it is the Diffuse ( Base Color), Specular, and Glossiness that refuses to export. I use Vray, and I have the same issue exporting a Vray output template as a standard PBR template. Please help!Paul
it keeps crashing its the steam version
When im Selecting Faces in Polygon Fill Mode its bleeding outside Images Attached any help is appreciated!
Hello! I am totally new to substance 3D painter and I find it facinating and great software, like a new Photoshop for me! I am very good with lights and cameras & rendering in NVIDIA Omniverse, I am the worlds first Omniverse Ambassador and also now Dell Pro Max Ambassador. My question is about the golden stripe in the wine glass of the restaurant example scene.When I export the scene as USD to Omnvierse, I get that glass as one object, so I cannot just replace the material for the glass part with native Omnvierse RTX2 rendering engine glass material, since then I loose the golden stripe. How can split this golden stripe to own object so it exports to USD as 2 separate meshes? restaurant demo scenein Omniverse
Hi!I'm looking to use Substance 3D painter 2025 and Substance 3D Designer 2025 and freelance for larger companies in Sweden. I was wondering about the licensing differances between the Steam perpetual version and the creative cloud non-perpetual version. Can I utilize the Steam perpetual version for business/commercial use? Are there any limits to the perpetual license? (Amount of seats?, Earnings?) A link to the Steam version EULA would be great! As I cant seem to find it... Thank you in advance!Best wishes!
What it says on the tin, really.When I use 3D Worley Noise, 3D Voronoi, and 3D Voronoi Fractal, the resulting export has nasty seams every time. Theory goes that all of the 3D noise will cause horrid seams.I feel like I'm doing something wrong to cause this.Included is how things look in Substance Painter, what the export to Unity looks like, and my export settings.Please get back to me on a solution as soon as possible.If it helps, I'm on the latest Substance Painter and AMD drivers as of writing [Dec. 2025].This situation has been diving me mad, as it makes no logical sense, and I wanna put my computer out the window in frustration.Thank you for reading.
Hello! This is my first post on this forum, so apologies if I'm posting it in the wrong place or in the wrong way.So I'm following a tutorial where I'm creating a skin material, and I've gotten to the section where I'm painting darker spots where the pores are. In this tutorial a generator on a black mask is being used. But for some reason, when I select curvature from the generator, the result looks completely different from my curvature map I baked. Why is this? Baked curvature map: Result:
New 3D model now available on ArtStation!This Lemon was created as a medium-poly asset, focused on realism, performance, and professional use — ideal for cinematics, advertising, product shots, broadcast graphics, and VFX.Real references were used to capture accurate proportions, micro-pores, natural surface variations, and physically–based material behavior.The model features clean topology, optimized UVs, and textures developed in Substance Painter.Includes 3 variations (15,984 tris):🍋🟩🍋 Clean🍋🟩🍋 Natural Imperfections🍋🟩🍋 Cut Version (Half / Slice)Textures fully created in Adobe Substance 3D Painter, focusing on organic variations, moisture, and realistic citrus pulp.
Hello, I am new to Substance Painter and I am trying to texture a sword. I noticed before exporting that the texture was incorrectly coloured, I thought nothing of it - possibly that it was a lighting issue. After exporting I realized that it was still the wrong colours. I searched online for hours to attempt to find fixes but nothing has helpful so far.
Eeverytime 3D Sunstance is loaded in, I receive the messsage below. I am unsure on what direction to take with this issue as it does not state anything visual in the report desription.This message shows up on every startup and does not allow the program to go any further, it loads and just before you can click on, or access anything inside the program, I am greeted by this message.Guidance and help is neededd as i just paid $200 for a progaram i can't even use.
i mainly do stylized art and upgraded to the new subscription and lo and behold, the new baked lighting filter is so butchered? not in quality but the features. It now doesnt take the underlaying materials into account anymore and previously we had the choice of sun+sky+2 additional lights. If anything, more lights and adding specular occlusion would ve been good enough so im not sure who at adobe decided to remove those things. Please dont let people do creative decisions who barely are creative themselves. Senseless change. Stop removing things from stuff, urghhh
Hopefully simple problem?Trying to custom export.Red channel - ID map (from game)Blue channel - Ambient OcclusionGreen channel - BlackAlpha channel - Black I have tried multiple texture settings using the user channels.The RGB export correctly as intended, however...No matter what I try, the alpha channel still exports as white channel or no alpha at all.I have tried setting the alpha: as User01, gray and A channelWhat is the solution? besides having to rebuild and fix in a 3rd party program?
i wanted to know if its possible in anyway to anchor or parent a spline path in order to use the same path to genorate 2 seporate masks that are both afected by the same base spline. i would like to prefece not the mask genorated by the origional spline but the actual spline data to then spawn stuff on
Hello. Maybe someone can help. How to run the script using a hotkey, let's say ctrl+H or H.I'm completely zero in programming, but I managed (via GPT) to get a python script:import substance_painter as sp#Get the active layer stack and selected layersstack = sp.textureset.get_active_stack()layers = sp.layerstack.get_selected_nodes(stack) # list of selected Layer objectsif layers:layer = layers[0]# Toggle visibility: get current state and set the oppositecurrent_vis = layer.is_visible()layer.set_visible(not current_vis) The script is triggered, but how to assign a hotkey on it? Thanks!
Hi - so I bought Substance painter 2 in 2016, I want to use it but the product seems migrated to be owned by Adobe these days.This webpage here :https://substance3d.adobe.com/faq-end-of-life-accounts/... it mentions contacting adobe support for help - but it doesnt say who precisely to contact, so I ended up here in this forum.Any help with this would be much appreciated, thanks!
Can't paint on one of my materials. My material has two objects, a table and a chair. However i can paint on the chair but not on the table. Why?! I'm desperate and noob
Hey, Since i updated to the newest version (11.1.1) this has been happeningWhen just opening the project, the textures wont load, making the object totally white. The textures will only load up at their full res when disabling a layer, but once i move the camera they will go back to being blurry. This didn't happen before the update.
My texture looks flat as if there's no normal map, but looks great in Substance ..side by side view in attached. Any suggestions?
Bonjour, j'ai accès aux logiciels substance painter mais pas à la library, je ne peux rien télécharger. Je pensais qu'on avait accès à la librairie si on avait les logiciels ?
Hi everyone, We're excited to announce a new Adobe Community experience is coming this January. A little bit about the update:The new experience will be simpler to navigate, make it easier to connect with other creatives and Adobe experts, and will give you clearer ways to share feature ideas, enhancement requests, and bug reports—with greater visibility into their status with our product teams. In the meantime: Adobe Community will remain active. Keep using it as usual—there will be no interruption in access. In fact, you’ll notice even more Adobe Experts on deck to provide faster responses before, during, and after the update. No existing content will be lost in the update. Every single post, reply, solution, feature request, and bug report you’ve made will be transferred to the new experience. You won't need to recreate anything. Existing content will reappear in two phases. When we launch the new community, all posts created on or before November 16 will be there from day one. Aft
I am a newbie to Substance Painter so tips and critiques of any kind are welcome. I am making a space ship interior kit for game development. I have many different meshes in one project so I can see the all the parts put together and to make the parts seamlessly connect. Side Question: Several of the parts (floors, ceilings, walls) are the same object in different spots. Is this okay to do? Will I encounter any problems having it like this?I even have multiple variations of the same type of object that overlap. Specifically the corner inserts (one is angled one is "beveled" or flat).As you can see they overlap which is causing problems with baking the mesh maps.It doesn't matter what settings I have, there is always a problem with the mesh maps (this is the result of having only this one object checked and having self occlusion set to "always" or only "same mesh name" does not change anything).Is there a way to bake each mesh's mesh maps separately while they are all in the same projec
Ever since the update yesterday every time I save any Substance Painter project be it new or old it the program crashes. Luckly it does save before it crashes but its annying to keep working if I want to save while working. Im on a MacBook Pro M3 Max 128GB memory. Thanks in advance.
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