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Hello! Does anybody know a strategy/ workflow on how to import packaging design done in AI and fold in Fantastic Fold and imported into Substance 3D Painter? so it can be animated in AE... (I've seen workflow from AI to FF to DN and then to AE but using Videocopilot which I do own but I want to try Painter workflow to add more details). I also tried FF to Blender using UDIM uvpackmaster3 and then to Painter but the artwork doesn't align properly with the model. If anyone knows, I would appreciate it. Thank you.
Hi hello What's the workflow for exporting ACES from painter to marmoset? The top picture is marmoset; looks orange and..wrong. I did try adding colourspace to my export settings, and nothing. The diffuse exports the same no matter what
Hello artists! If you require high quality Substance 3D icons when publishing your artwork, you can find them in this page: Application icons for artists Icons are SVG files, which means they can be used at any scale. We are proud to empower you with exciting tools and are happy to help you show others that Substance 3D is part of your workflow. Have fun and go make things!
Hi Everyone,I have a single UV of multiple meshes, while exporting the textures from substance painter, how to combine the maps of multiple materials into one map per map type (e.g., combining diffuse maps, normal maps, etc.)Regards,Vasanth
How can I fix this? Essentially, my model has a low polygon count and I'm unsure about what needs to be done to improve it.
What am I missing ? I dropped sbsar floodfill3 and it definitly there but I can't find it in assets panel ? Why I can find it in resource update window but can't in assets panel? Shouldn't it be saved together with project file?
There are artifacts on the edges on normals and curvature maps, I have tried triangled the mesh and the problem is still there. I would be grateful if someone could help me to solve the issue.
Every time I try to import my material I get this error: "[EngineProcedural] Failed to decode Substance.resource://session/Hair_Vector_Map/Hair_Vector_Map?version=688a4474f58c00e71c8d0b5f0ce3052f0f6e7806.sbsar" What am I doing wrong here that it wont work properly?
Hi all, I've been trying out the Inflate Shrinkwrap to quicken my pipeline to create pool float 3D meshes for a game project. I found the effect to be suitable, but I can't understand why the corners of affected UV islands are rounded. I messed with the parameters and nothing seem to remove them. I also tried using the generator on the Sample files to check if my model was the issue, but it doesn't seem so.Anybody know a solution to this? This would really help my pipeline. I actually attached the files of a simple pool float (donut) for you to see the issue. Thanks and kind regards
Hi, I tried using substance painter after several months and the software keeps crashing on launch. The launch screen appears for 2-3 seconds and then disappears away. I've tried all the fixes posted in the old articles, nothing has worked for me. I've tried reinstalling the application and tried using the older versions as well but the same problem persists. Can I please get some fix for this please?
Hello! Im trying to change a default library file and this message appears every time and it's imposible to change it.If i duplicate it is possible but i would like to know in which folder in Windows they are saved. Are there some option in order to change the permission and add them write mode too? Thanks.
Hello There, When exporting my textures from Substance Painter sometimes I get an entirely black texture or black spots/pixels on the exported texture. What is causing this and how can I fix it?Sometimes I have to export multiple times just to get a clean texture. Here is an example of what is happening https://gyazo.com/16beac92d19cd07fa6b5bc0799532380
When using the baking feature with a high-poly asset, I can't seem to get a clean front projection.The example below shows the baking result: The screenshot below shows the Blender Mesh. Basically a cube plus cylindrical primitives.When baking, I load the cube as my main mesh, and for the high-fidelity mesh, I load the plane plus the cylindrical bumpers. I am just wondering if it's not possible to get a straight, front planar projection when baking with the high-fidelity mesh. The mesh maps show cleary a perspective distortion.probably best to see in the curvature map below: Hmmm... I wonder, if there is no way to not see this "lens distortion"?Isn't it possible to have a 100% planar bake?Any settings I am missing here?Thx a bunch for any ideas!
Hi! I have an issue similar to the one here : https://community.adobe.com/t5/substance-3d-painter-discussions/how-to-remove-a-lower-layers-height-from-an-upper-layers-decal/m-p/14036954But the solution is not working in my case.I am trying to keep the scratches on the rest of the texture and remove it only on the blue logo.The scratches on the logo and the rest come from the Seam_Details Fill layer below. For the logo I anchored the image in a Fill layer that I reference above in the Floating_Logos folder. That way I can move the logo anywhere. However, now this specific logo inherit the scratches from below and no matter what blend mode I try I cannot get rid of the scratches on the logo only.If anyone could point me in the right direction it'd mean so much.Thanks
I am new to substance designer but one of the things I've notice is is lack lateral integration with illustrator and photoshop. Specially the pen tool and masking features. I come from the 2D apparel graphic design world and trying to integrate 3D design into my work. I think it would be a great idea to either make the workflow from Pt to Ps and Ai easier or bring some of the power of those tools to Pt. I think the having a true pen tool like Ai and Ps would speed up my work faster in Pt. Also the having the ability to draw with pen tool on iv maps and seeing the updates in real time on the 3d viewport. Also if there was a way to texture the imported svg vector would be nice too. I've tried googling and YouTube to find the answers what I'm asking for and they don't directly exist. All of these apps should work hand and hand so much so that the workflow is seamless.
hi everyone, have a strange issue with normals in substance painter, it is like the normal colors are working differently in each uv piece, this is really causing me trouble and don't know how to deal with it, it of course shows everything fine when viewed in material mode in substance, but again works bad when exported to other apps, any thoughts on this? would be very grateful for any help
I've been having a recent issue with my substance painter (2022 steam edition) it has started to just not bake properly, I have checked uvs, uv sets, udim settings and everything else, I sent the fbx to two other people and they baked it just fine without issue. i have tried clearing cache, reinstalling, completely wiping all associated files from my PC and doing a clean install and tried changing from 8.3 to 8.2 with zero change.
I'm using 3D Painter 2022 (Steam / Windows). When trying to export the project mesh (I need it because I used the auto-unwrap feature), the app freezes and closes as soon as it opens the explorer window to choose the export location.I used this feature before without any problems, so maybe something in the latest updates?
Hi, I'm experiencing an issue that occurs with every Adobe product I use. When I turn off my monitor and then maximize Painter, Designer, or Sampler, the viewport gets shrunk and doesn't return to full window mode. I have to exit the application and open it again to resolve this issue. It has been happening for ages.
Hello, I've been trying to bake mesh maps on my low poly model but I've come across an issue. Since I'm not using any high poly mesh, I'm baking the mesh maps by using the low poly model itself. However, on some surface, baking creates a transparent patch on the normal map every time I try. I've made the max frontal distance and max rear distance very small numbers like 0.001, and it didn't work. I can't find any issue on the uv map organization either. Any kind of help or suggestion is appreciated!
There are probably methods around this problem, but I would love it if substance painter is able to have more granularity for rotation values when projecting masks. Meaning. instead of 90 degree intervals, create a slider which the user can specify exactly the rotation degree they want. I do like the pullout menu for convenience though, so I would not remove that. I would even add 45 degree intervals which would help with the above issues. The tiling and other parameters of course would have to work with these non-aligned to axis rotations. Thank you and keep up the good work, -Mike
help pls
Hi there. I have for my PBR Textureset for each channel as Fill Layer and applied my textures to it.But alway when i export my maps after adjusting it in painter, my height map data ist added to my normal map.i dont want that. I want to keep all texture channels seperated.i changed the normal mixing mode to replace that it s still baked into my normal map:Where can i disable this? thxs for helpingguido
In Substance Painter, you can change the intensity of the normal maps of some basic materials. (first picture) How can I do the same with a custom normal map in my personal material?In my case I need to reduce the intensity of the normal map.
I love the paint-along path tool, it's amazing, But I have one gripe. I have a library of paint tools that I would like to use on a path, but as far as I can tell, that isn't doable. Paint tool presets only apply to paint and path presets are separate, so in order to use existing brushes I'd need to redefine all of their parameters again manually and set it up as a path preset, which means I'll have doubles of tools in my library, and there's no clear way to even differentiate between a path tool and a paint tool in the list.Seeing as how the only difference is two extra parameters in the path presets, I was wondering - wouldn't it make sense to merge them so that presets can be used for both?If there's some underlying issue that makes this impossible, the next best thing would be a way to allow dragging a brush preset into the path tool panel to apply the brush settings, similar to how you can drag materials into the material mode slot.
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