Connect, learn, and get help texturing your 3D assets.
Recently active
Why does Painter insist on going back to base color from mask mode when I switch layers? Working in mask mode is often the quickest way to see which surfaces in a complex scene have which materials, but every time I switch layers it jumps back to base color. This is really disruptive to workflow. With a complex scene with many layers, keeping track of material assignment is already extremely difficult in Painter and it's important to try to avoid overlapping materials. So masking is very important. Working in mask mode to quickly check thru all layers in this way would really be the fastest method... except Painter jumps out of this mode with every layer change, and all the associated redraw time that this entails. Think I really might have to learn Mari.....
ive got this square around my alpha ive imported that is very easy to see when looking at the model does someone know how to remove this.
A few key features in substance 3D painter makes it frustrating to try to hand paint in the program, notably around the color picker. The fact that the color palette needs to be open to use the color picker leads to annoying scenarios, especially since it closes automatically when switching from brush to eraser and back. It would be nice to be able to dock the color picker, or if it just stayed open.Also, it’s really annoying that the color picker always open at the same spot on the screen, especially when using dual monitors. I often use my main monitor to create the base layers and generators, then move the window to my tablet to paint over it, but then the color picker always pops on my main monitor and I have to get my mouse to drag it back to the tablet. This combined with the fact that it closes when switching tool is really disrupting. The only fix I could find was to close the program and reopen which is not ideal.Thirdly it would be nice to hide the brush cursor when picking a
What does this setting actually change?I changed this setting to OpenGL as a test; imported an OpenGL normal map - and it looks wrong.the OpenGL normal map in question So if this setting doesn’t change how normal maps are displayed in the viewport, what does it do? 🤔 (Edit: I imported the DirectX version of the same normal map and voilà ; it looks correct - even though the project setting is set to OpenGL...mysterious)
Like you can see here, I did paint only once on one UV-shell, and it painted another as well. Their UVs not touching each other. I can assume it happens becaurce they're one model. But I thought that's why we use UVs, to make one tecture file with different materials inside
I'm getting bad bakes for the lock, latches, and side handles. (Wood pieces too, but I'm not super really concerned about it since they don't seem to show any visual artifacts) My UVs probably aren't the best, but as far as I can tell, nothing is overlapping or sitting out of place. I tried repositioning the lock physically and on the UV map, making sure nothing was intersecting with it, and still it came out the same way. I can't seem to find why my UVs are turning out like this. Maybe there's some general things I want to avoid when organizing things that I don't know of. Not super experienced in the field.Also, the mesh bakes the same way if the pieces are joined or separated.
I can see there's options for HDR color spaces at verious display capabilities but substance itself doesn't seem to display in HDR? Am i doing something wrong? This is on Windows 11
Currently am trying to download the Substance 3D painter but upon installing I noticed the waiting time is taking too long to do. I did try to install and wait around 2 days now with the screen still loading. Is there any way I can fix this? I dont think it’s due to wifi connection since installing other Adobe programs seems to work fine.
Hi! I have a problem.My Autosave plugin settings are not saved.I am trying to configure this plugin, but after I close Substance Painter and open it again, all the settings of the Autosave plugin are reset to the default ones.What could be the problem?Windows 11 operating System.
I made a sbsar from smooth curvature node in Designer + a few extra stuff . It needs combined normal map . So far the only way is to bake an export and reuse it. The same old way I used long ago. Is there a trick to do it in the stack with anchors?
I just cant bake my geonodes I want to use this vortex for my game but I cant export it with textures.
A beta version of Substance 3D Painter 2026 is now available. This release features Skew Baking, Auto-Rebaking, OpenPBR compatibility, and introduces a new Hard-Surface mode for Auto Unwrap.New FeaturesSkew Baking: Paint skew correction maps in baking mode, using familiar tools as well as new helper functions like “Edge Protection”. Auto-Rebaking: toggle auto rebake for a baked map to instantly rebake that map as soon as any baking setting changes. Useful when painting skew maps. OpenPBR: support for the OpenPBR material standard. Includes new channels and shader. Hard-Surface Auto Unwrap: a new mode for auto-unwrap that works much better for non-organic, hard surface objects, with the additional bonus of calculating much faster than the default method.Why we made this betaWe’re releasing this beta to gather feedback on a first version of our new features. While all features are working, some may feel unfinished since it’s still early. By participating, you can help shape how these fea
I am baking my curvature map on 8k resalution yet my edges still look really bad
Hello,My student license for Adobe Substance 3D was approved 4 days ago, but it still hasn’t been applied to my Adobe account. I received the approval email I am logged into the correct account The plan does not appear under "Plans" I already contacted Adobe support, but the issue is still unresolved Could someone check if my license is properly provisioned to my account?Thanks in advance.
Today we’re announcing the release of Desirable Patina, the rust-themed Signature Collection by Loic Anquetil, available now on Substance 3D Assets. Loic is a Senior 3D Artist/Material Artist working at Ubisoft, who has previously worked on titles including Ghost Recon Breakpoint and Prince of Persia: The Lost Crown. In our interview with Loic on the creation of the collection, Loic discusses how he studied rust references, built procedural noises, and translated corrosion patterns into Substance 3D Designer materials, as well as sharing some thoughts about how to use Substance 3D Designer like a creative toolbox. Take a look! You can find the article right here, and the Desirable Patina Signature Collection is right here!
I would like to be able to just hit a key to toggle my brush to material picker quickly, as when painting Normals and AO it is tedious to keep switching between the picker and the brush from the toolbar, especially on these gradient sensitive maps. This feature would improve workflow incredibly when adjusting these items. Photoshop, Illustrator etc all do this very quickly, but I was surprised that Substance does not.
I am making a project for a helibase to be used within msfs2020/2024. The model is painted in SubstancePainter and I am using different layers. I start by baking the model (a building) using document resolution and output size to 4k. I am baking the world space normal, AO, curvature, position, thickness and bent normals. I am not including the opacity, height, ID and normal in the baking process. After baking is complete I paint my texture sets, and I adjust the texture set size to a maximum of 2k, but also down to 125x125, depending on it’s visibility on the building. I use multiple layers on faces such as walls and roof. When the model is finished I export it as a .gltf file for final adjustments within Blender. My issue is that when the project is complete and built within msfs2020 development mode, the texture files are very large in size and I need to reduce them.Is there something with my workflow above that I could do differently to reduce the texture size even more? Is there s
Hi, I just installed Substance Painter and it won’t open from Creative Cloud. For context, I have PS, zbrush, blender, maya, etc and they all work fine. PS opens fine from Creative Cloud. Substance is the only application that simply does not open. When I click on it from CC, the mouse gets that little buffering icon for a second and then it disappears. No error message or anything pops up. I also tried going to the .exe and running as administrator. An error pops up and says “The application was unable to start correctly (0xc0000142).” I have tried a fresh install but no luck. I am running windows 11 and have an nvidia geforce rtx 4060 GPU with updated drivers. All other 3D software works fine.
Hello,I am looking for a feature in Substance 3D Painter that functions exactly like Blender's "Paint Mask (Face Selection Masking)".In Blender, I can select specific polygons and use a BRUSH to paint within those boundaries without the paint bleeding onto unselected faces (see attached Blender screenshot). In Substance Painter, I cannot find a direct way to do this. The Geometry Mask only allows "Mesh names" selection, and the Polygon Fill tool only fills faces with solid colors rather than acting as a brush boundary.Is there a direct way to use polygon selection as a "live boundary" for the brush tool in a standard workflow?I want to confirm if this fundamental feature from Blender is simply missing in the standard Painter workflow or if I am overlooking a specific setting.Thank you.
I’ve been having an issue when baking my low poly mesh with my high poly mesh. I’m fairly certain its due to the software reading one part of the mesh as another, but i have no idea on how to resolve itImage describedIssue shown while baking
I added the roughness channel from this turtle skin material, on top of a aluminum material to add a pattern. It creates these outlines with spots in the center. How could I make it so the outlines in the metal have a different color? Could I also make a separate color for the grayish spot in the centers?
Hi everyone,I'm new to SP and am trying to understand how texture placement works with the various Projection options.In Image 1:you can see how I assigned the different projection modes for each side of the model. And from a relatively far away, it doesn't look bad.But up close, in Image 2:the UV stitching lines are clearly visible.How can I fix this?Thanks!
I recently updated to Substance painter 12.0 today, updating one of my projects I was working on.I then go to export the textures to files, same as I’ve done for years on previous versions and..it does nothing. Just sits there, no files generated, just stuck on computing textures results.Have tried reinstalling, no change. Was working fine on the last version.
The ability when creating the project or reimporting a mesh to specifiy which UV channel to use for texturing/baking. Our techical dept has set up engine shaders that use UV1 for masks created in substance painter using baked data. The current workaround of exporting a seperate bake only mesh with the UV1 moved to UV0 creates a large amount of extra mesh files and can become hard to manage.
New Content Available in Substance 3D Assets! The Substance 3D Assets library continues to grow with new content designed to integrate seamlessly across Substance 3D Painter, Sampler, and the wider ecosystem. New: Ribbon Assets (130 assets) Ribbons are a new asset type in Substance 3D Painter that allow you to place repeated elements along a path on your model, allowing you to easily make trims, seams, patterns, and other details that conform to surface shapes. New: Texture Generators (30 assets) We’re introducing Texture Generators, a new category of parametric noises, grunges, and patterns. These assets are designed to help you add variation, imperfections, and surface depth directly within your materials. 30 texture generators are currently available; more are on the way. USD Format Milestone All models in the Substance 3D Assets library – now over 9,000 – are available in USD format. Featured Collection: Desirable Patina Also available is Desirable Patina, a Signature Collection
Remix with Firefly Community Gallery
Thousands of free creations to fall in love with and remix in Firefly.
Already have an account? Login
No account yet? Create an account
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.