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Hello! I'm painting rivets on a 3D model of an airplane using a brush with an alpha square size of 0.9. In fact, on a 3D scan and in Photoshop it is a full-fledged square measuring 4 pixels (2x2). But for some reason, Substance cannot draw a basic square; Instead of a square, I often end up with a quadrilateral, a triangle, etc. I played with Levels and effects, such as blur, but it did not help. Please, helphttps://youtu.be/dXKAvWiPqfQ
Allow DDS files to be exported from Painter in the texture export options please.
Hi, I created a t-shirt in CLO 3D (Mesh Type: Quad) and exported it as an OBJ with the UV maps. In Substance Painter, I imported the OBJ and the maps, baked all the mesh maps, applied my textures, and then exported the textures. I only exported one of the textures (body_Front) into CLO 3D. However, in CLO 3D, my texture does not appear (sbsar) or appears distorted (png). What could be causing this issue, and how can I fix it?
В общем... Столкнулся снова с гемороем, а точнее с кистью, с нею я взял альфу (Квадрат) Баланс, контраст на максимум, харднес на ноль стоит и в этоге в место квадрата я имею не квадрат в 4 пикселя, а либо:-квадрат 2х2 с опендиксом в 1 или 2 пикселя-Квадрат 2х2 с дополнительными 2-умя размытыми пикселями на краях-В место квадрата вообще четёрёхугольник-В место квадрата вообще какой то крестики т.пhttps://www.youtube.com/watch?v=dXKAvWiPqfQ
I'm unable to download both software because it says I must update my system, while everything is already up-to-date as far as I know. My PC does have the right hardware requirements so I have no idea where it goes wrong. Specs:AMD Ryzen 9 7845HX with Radeon GraphicsGeForce RTX 407032 GB RAM
I have a gumball machine model that I am baking. My issue is that my gumball UVs are being baked onto my model, but only on the parts that are UV mapped together, since they will be metal texture. The glass mesh is fine and is on a separate UV map. My naming format for my meshes and .fbx files are in _high/_low format. I have received no baking errors. There is a combined mesh of gumballs inside the glass mesh of the model (not yet visible until glass material is textured). I have checked my UVs and model in Maya. There are no overlapping UVs and the cleanup tool shows no issues with topology. I have three UV maps: onefor glass, one for metal, and one for gumballs. I would appreciate any help to resolve the UVs baking onto the model.
Hello, My conpany just purchased a Mimaki color printer (amazing!) and we make physical board games and toys. I want to use the Mimaki to produce paint masters that we then send off to license holders for approvals or manufacturing to produce. I am trying to use Substance painter to produce solid colors on my models but I can't figure out how to paint without PBR. I don't want cast shows, I don't want occular occulsion, I only want solid diffuse colors. Substance makes it so easy to produce amazing textures but I can't figure out how to turn all that off and just paint with solid colors and output to a 3D printer. I am comfortable in the Adobe workflow and don't really like ZBrush or Blender and would like to stay in Substance. How do I dumb it down to get what I want? I will include a picture. I want to paint like the left model, flat color only, not llike the right which is what i get becuse of PBR. Any help would be apprecia
Hello,As you know, we must map a drive to share ressource and update libraries in substance painter or designer accross users in studio. It's not enough to industry needs.Could you please develop this feature quickly.As there are already many tickets about this subject and given the price of software, I don't consider this problem as an idea or a conversation, but as a bug.Thank you
Hey, the Levels and Alpha Behaviour below the Micro Height input are missing for me. Any idea what may gone wrong?
Like this but transparent background. Much thank you if anyone solves this. Very annoyed rn 🙂
I am trying to import the materials ive downloaded from the community assets library, they are downloaded as spsm files, when i try to load them using the substance3d panel on blender it is saying they are not valid .spsar files
click on this youtube link to see my problem, I am really new to this.
How come the UVs of the cage need to match the low poly? I didn't think the cage even needed UVs at all, but for some reason when I change the lowpolys UVs, I also have to remake the cage to have matching UVs because if not I get artefacts in those areas where the UVs are different. Is there a way to not have the UVs of the cage affect the bake? It is tedious to have to redo the cage when I want to change the UVs of the lowpoly.
Hello, I've been testing out the new layer stack module for Painter 10.0 and was wondering if it's possible to set a filter's parameters with Python? More specifically, after creating a histogram scan on a mask, is it possible to move the contrast to 1? Many thanks! 🙂
Hello, Adobe team. I am a novice in 3D modeling. I am learning simple character modeling by myself recently. The workflow I want is 3D scanning + Zbrush + Substance Painter, that is, first scan the existing physical object with a scanner, then import it into Zbrush for model processing to better understand the 3D modeling topology structure, and Substance Painter auxiliary tools are used to make high-resolution maps. Is this feasible for you? Secondly, I would like to know how to import from Zbrush to Substance. If I add new details to the Zbrush sculpture after finishing the work in Substance, do I need to regenerate the map in Zbrush? I hope to get your professional advice and help, thank you
HiIm baking down the normals of a character im working on, and have managed better than i could have hoped to be honest, specifically with the aid of a cage mesh. Ive never used one before and its amazing how well it works. However.. im still getting some issues between the fingers 😞 . Would anybody have any tips on how to treat the cage mesh in this instance? The fingers are so close together that im feeling its going to be quite hard
Hi,I am trying to make parts for a dynamically sized panel. The panel consists of corner, side and center parts (depicted in the image). All these parts should be tileable, which is where my problem starts. The project requires me to be hand painting the textures, therefore I am working in Substance Painter. I read much about tileable materials and how to unwrap models for them. But I am at a loss on how to transfer my knowledge to this case. Specifically on how to make multi-mesh tileable textures. If it matters for your answer, the blue lines connect sides, that should be seamless.Just to emphasise: I am not looking for simple tileable textures, I am looking for tileable textures that work for multiple meshes.If you have any advice, resources, tips or pointers, it would be highly appreciated!
In World Creator, I add an sbsar file as a texture, and this is the quality I can see:So I had a problem exporting this texture out of this software, and I went to Substance Painter and loaded my model, but I couldn't achieve the previous quality no matter how small I made the tile:How do I get the best quality of this texture in substance painter?
It costs me a lot of time constantly having to change brush alignment mode when painting on a per-brush basis. I often find I use Tangent Wrap only situationally and paint by UV most of the time. Having to constantly change the alignment from Tangent Wrap to UV everytime I swap brushes is exhausting. I would appreciate the option to be able to control this setting independent of the selected brush.
Since the 10.0 update (I have the Steam version) folders are grayed out and cannot be opened when dragging them in and out of other folders.They still have all the layers inside, but they cannot be accessed. The workaround is to copy/cut and paste them in and out of folders instead of dragging.
HelloI am making low poly models and I wanted someone to please explain to me if there is a way to round corners, is there a way to do it in substance painter? My goal is not to add more geometry to the model.
When I use project configuration to bring in a updated fbx I lose all my textures and it reverts to the starting point, why?
Hello, i accidential bought the Substance Painter Annual Student Verision. I really just wanted to try it out once and im not financal capable of payements like this right now. Is there a way to get a refund on this? I already cancelled my suscription.
Hello everyone,Generally, height maps and normal maps are used as an alternative. So, if we texture our mesh using the height channel and export all the maps. later we decided to use the normal map to save memory can we get the same results if we use only the normal map in another software? I want to ask if the changes made to the height channel affect the normal channel.I appreciate your help.
Hi,why so many smart materials directly placed in Substance Painter have no normal or height channel/information?For example:"Steel Painted Chipped Dirty""Steel" or "Rubber Vulcanized Raw".These are all amazing materials (in BaseColor, Metallic or Roughness channels)but without any normal information (just plane normal map) it is useless. (((
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