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I have a model with a texture baked in using RealityCapture, and when I load it into SubstancePainter, I have enabled the UV Tile setting, even though I have "Keep UV tile layout per material and enable painting between tiles", Is it possible to have all the materials of the 3D model appear on the UV screen of SubstancePainter for seamless texture editing?I don't see any UV editing screen on SubstancePainter, so I don't know how to deal with this.
Hi everyone, I have unwrapped a model following the automated process.I have checked the normal map in S3DP: it looks good and has black background between the islands.After exporting it, I've got a different map having purple/blue color for background with artefacts. The question is: is there any setting allowing to get black background between islands, like in S3DP, after export?I think it would be better for visualization. Thanks a lot!
Hello everyone, I've recently included Substance Painter in my workflow and I was wondering if there's any export preset for Unity's LWRP Simple Lit Shader or if someone could show me how could I set up my project witha custom export preset.
How could I import my assets into behance from painter? I would like it to be as seamless as from painter to stager or painter to AE.
Hi there. So i loaded my low poly to substance painter but I get this strange shadow or shade issue and i can't figure out. This is without any baking or so it like this when i import it to substance painter so it has to do with the face. Here is the issue and i'm including how i showed the wireframe and the face orientation
Substance Painter koşmaya çabalıyor ve geride kalmaya devam ediyor. Basit bir düşük poli tasarımda bile bunun olması normal mi? Özellikle nesneleri hareket ettirdiğimde ve döndürdüğümde oluyor. Bunun nedeni nedir ve nasıl çözebilirim? Bilgisayarımda diğer şeyler iyi çalışıyor.
Привет, у меня возникла вот такая вот проблема, делаю клёпки на маске, но кисть выдаёт порой вот такие "Отличительные от остальных" обгрызки, когда же я заметил на других аналогичных работах идеальную окружность или квадрат без обгрызков по углам, это возмножно пофиксить или это очередные фокусы от Саба?
Hello Friends, I originally purchased Substance Painter on Steam but noticed that I couldn't upload any files so I purchased a license from Adobe. I go to File> Import Resources> Add Resources> Click on a file and it won't upload. I've also tried Dragging and Dropping but it won't load. I've used Substance Painter before and never had this issue. I've tried multiple files including obj and fbx. Same result. I'm not doing anything extraordinary like UDIM's. All very simple files with the UV's properly layed out in Maya. Please help. Also, I've removed and re-uploaded Substance Painter three times with the same result. I can open tutorials that have sbsar files. I'm on Windows 11 running a GeForce 3080. Thanks much
Thirty days have September, April, June, and November – and that means there’s just enough time left in the month of April to push out this month’s Substance 3D Community Digest. Read on. Substance 3D News We've just published our monthly post over on the Adobe blog; you can head over there right now to learn about Substance 3D Connector, the value of Substance 3D in Motion Design workflows, and much more! This month the Substance 3D team has been racking up the miles. At the start of the month we attended OFFF Barcelona, then NAB Show in Las Vegas. Then, from April 23-26 we attended FMX 2024, the Film and Media Exchange, in Stuttgart where we presented updates on Designer and Painter, as well as reviewing users’ portfolios – a popular feature, and a real pleasure for our team. Independent 3D Artist Ronan Mahon demonstrates the power of the Substance toolset. And on April 25 we hosted Substance Days Frankfurt. To users coming from
I would like to create a separate stone texture like the image. I would like to know what to do in this case.
W've got an artists who saved all his work ( a month's work) in a painter version higher that the one used in our pipeline, so his files cannot be opened by other users. AFAIK there's no way to open a 8.2 file in 7.4.2 so I was thinking of automating the creation of smart materials for all his textures sets, and importing them back in 7.4.2. The problem is that I can't seem to find any option/function in the API to create smart materials from texturesets.has anyone any idea on how to tacke this? Thank you!
Hello can someone give me some advise please some of my textures I have imported into blender from substance appear pixalated in cycles but not in evee while others work fine does anybody have any advise on how to fix this thanks Eddie
Any way to bind ''Context menu'' to keyboard?
Hi Everyone,I'm having an issue with baking my high poly to low poly in substance painter. When I bake my high poly models to my low poly models, I end up with surface cuts (sort of like bouleon operation) where my meshes intersect.Images below. Here is my rough process.1. Made model in zbrush.2. Retopo'd model in zbrush.3. Exported high and low poly models as OBJ files.4. Opened low poly OBJ files in blender and UV unwrapped. Exported as one OBJ file.5. Open low poly OBJ file in substance painter. Everything looks good. No issues when different objects intersect.6. Bake high poly OBJ files (naming conventions correct, _low and _high).7. When I select individual items I can see that the have sort of been bouleaned. Below: Low poly sculpt Below: Low poly sculpt with items hidden. Notice how the object is intact.Below: High poly bake Below: Rough look at bake settings. Below: High poly bake when items are hidden. Notice how they crop into the object when they ar
Hey everyone. I'm in a class where we're 3D scanning sculptures we've made and taking them into Adobe Substance Painter to texture them before bringing them into AR. My problem is when I try to apply textures to my model, they appear as one solid color with no detail, or a bunch of very tiny dots. I've tried baking textures, adjusting tiling size, and other texture settings, but nothing seems to help. Textures seem to apply just fine to demo models in substance, or other files generated from 3D modeling software. I'm not sure if there is an issue with my model from the 3D scanning process, but I just can't seem to figure out how to get textures to render properly on it. Heres a photo of it trying to render a wood bark texture: Thanks for any help,Eric
Hi, I am bringing a simple cube from blender, i have unwrapped it various times and I always get this issue when I export the textures. any help, please? i know my uvs are not stretched, I perfectly subdivided this cube. How do I get rid of that stretched side bit on the texture, I have never seen this before on a texture. Thanks
Hello! I've come across this issue multiple times and others have posted about it online, but still haven't been able to find a solution. Attached is an image showing the issue. A simple sphere divided into 3 uv islands, with a simple metallic material applied via cylindrical mapping (which should not have any visible seams). Isolating the normal channel shows no seams, and actually none of the channels have any seams visible as one would expect. However the material view shows clear seams where the uv islands meet. Exporting maps and taking them into a separate rendering application results in the seams being visible just as in the substance material viewport. "hiding the seams" isn't always possible, especially when dealing with large metallic surfaces that have to be divided into separate udims to produce an acceptable level of detail. Please help!
Hello. I have a problem. I use substance 3D painter 9.0. Every time I rotate the brush or perform other manipulations with the brush using hot keys, my mouse cursor moves a certain distance to the right. I tried using different mice, the result was the same. I reinstalled, the problem was not solved. On the old allegorithmic substance painter everything works correctly. Tell me what could be the problem?
I want to create a Karesansui texture like the image.I would like to know how to create fine sand and stone textures, and how to create ripples.
Hello everyone, when I try to import any .fbx project Substance Painter returns this error: [Project management] Failed to open project 'C:/Users/APRENDIZ/Downloads/BrazoMetal.fbx' What could I do?
getting this error whenever I try to open the project. Other projects are opening fine. Hoping for some help so my work isn't lost 😞
How do we use the substance painter python API to export the 3d viewer view of the asset? I tried this:view_3d = window.findChild(QtWidgets.QWidget, 'Viewer3D') and use pixmap = QtGui.QPixmap.grabWindow(widget.winId(), rfg.left(), rfg.top(), rfg.width(), rfg.height())pixmap.save(filename, file_format) to grab the screenshot. on my computer it works, but on my friend''s computer, they always export a pure white image. Anyone know a robust way to do this?
Hello i have imported a fresh model i have make on blender, and on multiple object im able to see half way trough like if the normal was reversed, i tried put the inside ( in my project), that put off the half way trought but the texture look strange, not like the others (with same materials). Please help me, i dont know what to do to fix that
Hello!I've been spinning my wheels and wasting a lot of time, so I think I should reach for help!I've modelled a character in Blender, UV'd it and rigged it. Brought it into Substance Painter to create textures. Then applied those maps to the Blender model in Unreal Engine 5.Result: Texture lines look distorted. After a search, I see that the solution is to use the mesh exported from my Substance project. When I bring that into UE5, the textures look fine but the rig has been lost. Next, I try importing the FBX from Substance back into Blender and re-rigging. But when I take that to Unreal, the textures are distorted again (not sure why, it seems to be the same triangualtion.)I'd be grateful for some tips on a workflow that will (a) produce clean textures in UE5 while keeping my rigging and (b) keep thing as flexible as possible ie. being able to make updates to model/paint/rig without having to redo a lot the other aspects from scratch. Thanks!Btw, all this is happening
In certain cases it may be useful to have the mask of a layer to follow the same projection as the layer it is attached to. For example, when using Warp projection and projecting a Fill layer with a number of vertices, we may need the mask to follow the same transforms.There is actually a way to do this using a Substance material with an Opacity channel with User Data set to "IsAlphaChannel = True". This enables to use Warp projection on material with opacity channel, the latter masking all the other channels as well. I would like this feature to be possible in Painter without the need to use an external Substance.
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