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Projects requirements: Complexed, working on maps which are 3D scanned based models (rather than modelled from scratch), intended for 3D full-colour print.The candidate: I have received a good offer (budget wise ) for a MacBook Pro 14" Z15G-CTO43 M1 Max 10C CPU 32C GPU, 32GB unified memory, 16-core Neural Engine 8TB SSD, 96W - Late 2021Question: Is this a good offer, performance wise, concerning the mentioned project requirements ?Another question: will I meet difficulties down the road with this M1 and which M2 ,pro or max, would significantly solve them better?Thank you
Just wondering how to paint a texture so it's not blurry? Image attached. My grass texture is 2048 but for some reason it's blurry both in SP and Unity. I do know all the tricks in Unity for blurry textures. Here's my setup: Document resolution 2048Shader quality 64sppGrass is 2048I've tried all the Size SpacesMy UV map seems fine... It seems only a Fill layer is not blurry. Could I be doing this wrong?Cheers.
Is there any way that I can do Hot-key for adobe substance 3d painter? There are hotkey but are not enough.For example, there is not any Short-cut for Black mask and white mask, generator, and Fiter. I am tried using Mouse. Generally, 3ds max have enough Hot keys but dobe substance is not. Could you please Fix it for next update.
I'm looking for help exporting textures from Painter to Unreal Engine 5 correctly. In Painter I have 4 different tiles, each with a different material. When I export I therefore end up with separate textures which I don't exactly apply to the model (in its different parts). Thanks to anyone who will take a minute to help me 🙂
Hi everyone something strange is happening with the smart materials. I've applied the same smart material to all meshes, but it's not working for the wheel. I've tried to remake the UV and make retopo, nothing helps. I can't understand what's special about the wheel that it doesn't accept the any smart materials. I. Fact any materials. It just gets coloured and that's all. can you help me olease? baking was done in the painter.
cCan someone please help me understand how i can paint why stencil as base color? its probably obvious but I'm missing it.-thanks, mike
Or at least extend the time out further to when it's saving? Seems to get in the way and takes a long time to allow me to get back to work! It's quite frustrating! ThanksRichard
Hi, New to Substance Painter. Just wondering why when I paint, it paints in multiple spots on the mesh instead of just one spot? I have mirroring turned off, I have "UV" set in the Alignment on the brush setting and in the new project I have Use UV Tile Workflow checked. From blender it's just 1 material and 1 mesh. Do I need to assign more materials or set it up somehow so it doesnt do this? Or is this something I can fix in SP? Thanks!
So I made a smart material (first screenshot) and imported it into my own library. I then opened a new file, imported the exact model, and applied the smart material that i made (second screenshot). The direction was off by 90°, so I thought I'd use the filter "transform", as I had done before, with the exact same model. But now, as soon as I select this filter, some parts of the height information (at least I think it's height) vanishes (third screenshot). I didn't even actually change anything in the filter settings. Another part also becomes duplicated.When I take another smart material and do the same, there's no problem.I can't be the UV-Maps either, because that's not what the UV-Maps look like.Can someone help with how to solve this issue and what the problem could be?
Hello! Can anyone pls help me on this, I'm new on substance painter so im kinda stuck it would be really great if someone helps
Hello there, I've been facing the issue that substance painter will crash my computer ever since I upped the amount of RAM I have. This issue still occurs with the newly added RAM removed. I currently am using an NVIDIA RTX 3070 tiAMD Ryzen 7 3800X 64GB DDR4 RAM600W PSU.Windows 10Up to date graphics drivers. Currently It has crashed around 8 times and corrupted multiple saves, even if they werent saving at the time of the crash. It Predominately happens when I save or change the texture resolution. Usually it will just blank my screen and sound and go to the boot screen with my RGB lights still on. Shortly afterwards, altough once, with 32gb installed it went to the BSOD giving me the error code: Store Data Structure Corruption What I've tried:*removing the new RAM*Texturing in Power saver mode*Only texturing on one 4k UDIM*Only texturing in 2k*CMD "Sfc /Scannow) (came up without issues)*RAM Diagnostics ( came up without issues aswell)*Updating D
I need to go back to version 8.1.1 because I get errors in new versions, but it asks me for a code to go back to version 8.1.1, how can I get this code?
Hi there! I created a painted wood material as you can see from the pic. Previous to that I created the wooden planks that I would like to show as part of the material (it's for a saloon building) but I'm having issues getting the planks to show with the material unfortunately.However if I hide one of the base layers I made then it shows slightly but obviously not how I would like as I want the full material to show can anyone give any help or advice? tia!
Hi! So I was trying to export my unreal packed SS, but the base color map is blank somehow. It try to reopen it and nothing works. I was on pbr alpha blending shader, all my previous projects exported base color map looking just fine, but I can't figure out what happened with this. Under the log, they mentioned scattering map, but I never click anything bout it before and all my previous project doesnt have the scattering map either. *I switched around different shader and output template, but still it's blank please send help!
I see that on the Painter export there will be a height map, but i think blender [and unity at least] uses Normal map?How do i convert the Height map to Normal map in painter?Also is the map actually Height+Normal?
We have files with certain suffixes we would like to set the default colour spaces for. For example with "FeathersB_RGH.png", the "_RGH" suffix should set it to "raw" rather than "auto". We've tried adding file_rules to the .ocio file (as explained here). Here's an example, but we've tried a few variations and none have worked:file_rules: - !<Rule> {name: Roughness, extension: "png", pattern: "*_RGH*", colorspace: RAW} - !<Rule> {name: ColorSpaceNamePathSearch} - !<Rule> {name: Default, colorspace: default} Our artist even tried specifying it in the Designer project but it still got ignored in the Painter settings. We're using .sbsar files as part of the workflow. Am I able to set this up automatically with code or the ocio file?
Hello, My initial intention was to convert some Spec Gloss textures to Metallic Rough, but I encountered an unexpected error while exporting. I started a new project using PBR Specular Gloss workflow inside Substance Painter: Imported some specular Dissuse and Glossiness textures to the material And now exporting as PBR Metallic Rough But I get an error during the export. And the log:I'm using UDMs Any idea?
If not what program can I do that in? It seems the seams issue was that my OBJ wasn't welded so I got a welded OBJ but it's not ID'd so I have just one of the UV's (UDIM) showing one at a time. I think the color ID's allow for SP to see this as a whole OBJ so painting over the seams is possible. Is that a correct assumption? Thanks so muchRichard
Hello everybody I have been struggling to get a realistic painted steel material, and normally most of the workflows and prepared online assets doesnt look natural, they look like a paint on any other material, i think the paint on steel should look different that a paint on concrete, can you please help me how to get a realistic painted steel material?
Hi everyone, I've started studying substance and I need help.I added grunge, chose three planar projections so that UV seams were not visible, this effect appeared on the edges of the blade along the entire length. what am i doing wrong?
So I wanted to bake a normal map from a mesh, but for some reason it distorts the normal map. It looks like the normal details are rotated. The normals are okay, the UV maps are too, I don't really know what else to do. If I turn off the average normals everything looks fine, except the details are barely visible. Average normals on Average normals off
I have a character that had the UVs updated recently. I want to try and preserve as much of the work I've done in Substance Painter as possible, but when I import the new model all my textures are obviously messed up since the UVs are significantly different. Is there a way to import the model with the new UVs without losing all that work? I'm thinking along the lines of how in ZBrush I can import a new model with different UVs and project my polypaint from the original mesh onto the new one. The models are identical in shape, only the UVs are different. Is there a way to keep my work in tact?
So i work with blender on there in texturing i can make a mask and create seperate masks INSIDE the first mask. Is there a way to do that in Painter? For example: Im making a steel chair. Its going to have Painted Metal as the base. Now i want a mask to show metal edge wear, so there will be parts of exposed grey metal. Now WITHIN those parts of the grey metal which is exposed and has no paint, i want to have a mask so that SOME parts of that exposed metal has rust. So a mask, within a mask. This is my absolute first project in painter so evrything is still new.
After updating to version 8.3.1, there no longer seems to be an option to title UDIMs. This was a very useful feature, especially for quickly making sense of a file when multiple artists need to work with it, working with external teams, etc. Are there any plans to reintroduce this functionality in a future update?
HiBack in substance after a while and I'm getting clipping between low poly and high poly mesh after baking mesh maps.It's a basic T-shirt in blender. The high poly is the exact same model but with multires modifer to sculpt some wrinkles. I exported the high poly model with multires mod applied and exported the low poly model with multires mod removed. Not sure why there should be clipping like this?Here's how they look in blender:I've tested each them on their own and they texture fine separately with no issues.
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