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Hi, how do I export this texture to only have the "X" but not texture the rest of the model (basic blender white) as well? On the roblox game engine, they have their own textures, but I only want the X to be on the texture, not the default white background its on.The barricade on the right is using the roblox texture, when I apply the texture from substance with the "X" it makes it white some reason, when I only wanted the "X".Sorry if this is confusing! Beginner here haha, thank you for reading.
As the title say: Where is my license key and software? I bought from Allegorithmic several license Keys for Substance Painter and Designer. Befor Adobe bought that company i could login and i could download the software. Now everything is gone. Both accounts uses the same Emailadress. Simple question: Where are my payed licenses????
Hello, I was hoping someone could tell me how I could run/trigger python scripts without using the start and close definitions shown in the examples. Currently, I am launching painter via an external python script using subprocess.call([substance_painter_path])What I would like to do now is run/trigger my other python scripts for painter directly from that external python script (Open Project, Rebake Textures, Export etc.) But so far I have only been able to run those kind of scripts via the Python drop down, and using start/close plugin definitions. If someone could explain this to me I would really appreciate it! Thank you!
Buenos tardes, como están? Quería realizar una consulta, ya que pague la licencia de Adobe Substance Designer y Painter y veo que no se actualiza como la suite de Creative Cloud, porque no lo hará?Hago esta consulta porque miro algunos tutoriales de las ultimas versiones de Painter y yo no tengo las ultimas herramientas.
Hello About UDIM showIn many videos on youtube you can see that uv-tiles (udim) are shown togatherСоздание проекта UV Tile UDIMs Substance Painter - YouTube But in my case all uv-tiles (udim) are shown separatelyhttps://youtu.be/XLpMGiUQQaQ How to show all them simultaniously?
I want to save my project and for the first time it throws an error and won't let me save it. Attached image. I need urgent help please since it is my end and I have to deliver it
Hi I have a question about Substance Painter. I was wondering why there isn't a Text tool available, similar to the Text Node in Substance Designer so that you can choose your font and adjust the text.
Hi, I have this layer with planar projection which should apply dots all over the mesh, but it does just for the left side. But if I preview the mask It apears correctly. The layer is at the top of the stack too. Please let me know if someone has an idea of what happening.
So i've been a following a video on how to create a stylised Tree using Maya and Substance Painter (https://www.youtube.com/watch?v=hMK3op3IpNM&ab_channel=3dEx), I've followed along as best i could it being a super sped up video. Once i got to the baking part (6:33), the final outcome did not come out clean at all compared to the video. His is very clean and has that 3d illusion look to it where as mine is very flat and there seems to be some stretching and mis alignment throughout. I'm new to baking so apologies if this is all very straught forward but i've found it awkward to research what the actual problem is. I've attached my baked mesh in substance painter as well my UV's and meshes from Maya. If anybody could help me out i'd be really appreciative. Happy to answer any and all questions in detail
Hello everyone, I have a problem that I can't solve. I created a 3D model with Fusion 360 and exported the files in STL format to assemble it in Adobe Substance 3D Stager and later export it to USDZ format to work on it in Adobe Substance 3D Painter. In Painter, the objects are indeed imported, but they appear invisible. When I try to apply Mash Maps, I can see the presence of the object, but the screen doesn't show any objects. What could be the problem? How can I resolve this situation?
I have been using micro details for certain generators with anchor points for a while now and for the most part I left every option in the mico details tab default as it was working fine as is, but now when I do the same thing I did hundres of times before I get this weird effect where the lines don't match up.I included an image of a very simple scene: I used a hard surface texture and added an anchor point to the layer, after that I added a fill layer with a black mask and finally added the edge wear generator. In the generator's options I turned on the "Micro Normal" and in the "Image Inputs" I set the "Micro Normal" to the anchor point and I got this result. I et the same result if I use the "Micro Height" option. A couple days before this worked just fine with the same settings that I use now. (I use the Steam version if that matters.) Not sure if I am doing something wrong or if it was the last update, some help would be appreciated.
Hi there, When setting up my substance project, the texture set names are being created using the obj material shading group name, as opposed to the material name. I am exporting meshes from Autodesk Maya 2022 as an obj file. In the export options I have Groups, Point Groups, Materials, Smoothing, Normals all set to On. Is there a setting or option somewhere in Substance to change how the texture set name is created or derived?
I have a model that when I bake the texture set underneath is having problems. I need to have my texture set separate so that I can reference it in Unity. The model was done in ZBrush. I have many other models that will have this same issue, so I need to figure out for one model first. Kindly advise. Here is the view with the overlap: Here is what the map looks like for the texture set. The repeated sections above are quite odd.
I’m hoping someone can help me. Arnold for Maya export issues.I have been trying to figure out how to export textures for a simple bottle with a label.I am doing this purely for the purposes of understanding how to setup the texture exports, so the textures are not great.In Photoshop, I know how to get the results easily. I’m including a render and the Shading network I used to create the render. The images were created using Photoshop.The other image shows output files that were generated using Substance painter. I have tried to modify the Output Template. I created an Opacity output. One with Grey, one with RGB Alpha. But I can’t get results that I can use. I’m including an image showing the textures and the image in Substance painter.Here are the Specs: Bottle with multiple texture sets: • glass – Clear glass/plastic • label – Metal and Paper • lid - Plastic Single UV layout – Not UDIM I want to have a single shading network.I’m not sure what I’m missing, if it is with the text
When I draw between islands in Blender, everything is fine at the seams, but in SP, artifacts appear there. I understand that this is because of the Bleed settings that are in Blender but which are not in SP . How to fix it, or are these settings somewhere else?
Edge Wear works for an Edge but not along a line from Polygon Fill. Is there any way to trick it?
I can not open substance 3D. It was fine a few weeks back when I was working with it. I have made sure my GPU drivers are upto, windows is upto date. I swapped to studio drivers as well. I rolled back substance versions and also made sure old substance painter version where not installed. I have sent a error repot through the software, but I need to use this for work in a few days. Thanks
Hello, everybody. I want to ask you for help. Not so long ago I started using Substance Painter, so I don't understand a lot. At first everything went well, I finished two projects, but the last one caused a lot of problems. Starting with crashes, which is not as problematic as the constant appearance of artifacts. Beginning from the very start of the program, as in the screenshot above, where the textures are in very low resolution, until I change the resolution to any other (although it was originally 4096 by 4096) and ending with artifacts during the work itself.Artifacts appear absolutely randomly, they can change their form from a simple turn of the camera and any manipulations with the interface.I also had problems with texture baking, as in the screenshot above. Creating a new project does not help, the problems remain, I did the export from Blender according to the Adobe
Hi,I have a PC: i9-13900K+RTX3070Ti+64GB DDR5 and my Substance Painter is same slow and laggy than in my 8 years old PC: i7-4790K+970GTX+32GB DDR3. I have version 9 (2585), I think the baking is faster, but the average performance, changing layers, viewport usage, many seconds long lags, etc is exactly the same than in my old pc. So I do not feel too much difference. Is this normal?
Hi guys! Is there a way turn off a fill layer or a group upon export instead of manually turning off the layers? Like is there a command that can be put in an export preset? Regards,Andrew
Is there any way to map an HDRI as a Specular / Reflection texture?
Can we have a option to ignore meshes that do not have a matching mesh name when baking mirrored geometry?When baking a character with mirrored geo using the same uvs and material (eg. boots or gloves) we dont always have a left and right side in the high poly. What we do is just export one side and bake that side and the other side should use the same bake as they share the same uvs. For example I have a glove_l_low and a glove_l_high in my full character fbx export but I also have a glove_r with no matching high as I only want to bake the one side. I then use match my mesh name to isolate each part. I would think that anything that doesnt have a mesh name match would not get baked, however what seems to happen is the right side is still trying to bake but because there is no matching high poly it ray casts into forever but conflicts this bake with the other side with the matching high poly causing baking issues.One way around this is to export a baki
Part of the texture did not bake, I baked hp on lp in substance, the UVs are not overlapping and the mesh is symmetrical so I have no idea why it baked only on one side. I symmetrized the geo on lp and hp but the problem only occurs on one side. Thank you for your help 🙂
I have applied for the free 3D Substance Painter license, but have not received an email with the link to confirm eligibility. Is there a way to have it followed up manually & sent to me?
Hi, The way we are currently working at our studio is we do a lot of our surfacing/lookdev with our assets in their dressed postion, ie. not at world 0. We then want to publish these assets at world 0, with the likelyhood of adding further surfacing updates later on, now with the asset at world 0. Frustratingly as far as I understand Substance stortes all of it's paint strokes in 3d space, unless we paint in the uv viewport then its stored in uv space. Is there a work around for this as preserve brush strokes tries to reproject back in 3d space, is there the possibility in the future to be able to convert 3d brush strokes into a UV space at any point? Thanks, Olly
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