Connect, learn, and get help texturing your 3D assets.
Recently active
Im haveing this issue where parts of my baked maps have missing parts. (see screen shots bellow)
For instance I have a texture 512x4096 and want to save it 512x2048 . I have to go to Designer or Affinity Photo for that . Adobe ,please make it possible to save in whatever size I want and add pixel interpolation options . Like Lanczos3 non separable in Affinity photo. The best pixel interpolation so fat for textures IMO where I don't need to put extra sharpen node that adds its own artifacts .
Hey, so I'm trying to use my college's student plan to gain accesss to Substance Painter, but I'm having trouble getting it to work.My administrator/college's tech team has told me that I've been given access to Substance Painter upon me requesting access, but the app is still stuck with needing to request access.The tech team couldn't solve my problem after taking a look at my screen, so they told me to contact Adobe Support, but I've been having trouble getting in contact with them. I've tried calling and managed to get a hold on someone for a brief moment before they went completely silent just after introducing themself, and the other times I would need to wait. Would anyone happen to know how long it would typically take to get in contact with an agent?I've went through the forums, but this is the only closest post I could find that seems to have a similar problem: https://community.adobe.com/t5/enterprise-teams-discussions/started-30-day-trial-instead-of-1-yr-educational-lic
Further to my previous query here are some screenshots that may better explain where I am not understanding.Everything is done using PBR metallic roughness . Pic 1 is the baked maps in Substance, Pic 2 is the Metallic roughness material node in Arnold. and Pic 3 is the maps that get exported from Painter [ using Metallic roughness ] Notice there is no AO map exported. also if you look at the Arnold material node there is a slot for AO but NOT for the height map. ! Hopefully someone will clear this up.Cheers.
Hi, I've imported a simple extruded shape from Blender into Painter and I can't get any of the preset materials or textures to appear correctly (see attached). I am new at this, tried changing the projection settings but nothing is fixing the issue. What am I missing? Seems like it should be a simple setting somewhere in the workflow. thanks!
I am using the same model for many unique painter files that need to have their own unique texture names on export. Would like to have a $fileName flag for export so I don't have to manually manage them afterwards. Unless something exists already, could not find it in my searches.
What settings are recommended from exporting a textured model to Substance 3D Painter? For 3D formats, there is a choice of:For texture formats, here by example of PLY, there is a choice of:
The Substance 3D team will be at GDC on March 18-22, at the Moscone Center in San Francisco. Our keynote presentation will take place on March 18; so will sessions including: The Art and Technology Behind Creating Characters for Baldur’s Gate 3, by Alena Dubrovina, Art Director at Larian Studios; The Environment Art Technology and Workflows of Alan Wake 2, by Miro Vesterinen and Benjamin Lindquist of Remedy Entertainment; and Tips & Tricks in Adobe Substance 3D Painter to Make Semi-realistic Textures, by 3D Character Artist Anna Beganskaya. March 18 is also the date of the famous Substance 3D afterparty: meet the teams who create the tools, and generally have an awesome time in a relaxed setting. You can register to attend the afterparty >>right here<<.
Does anyone know if this export plugin no longer works?In this version. the plugin is still in SP/plugins folder, just greyed out.Thank BradSubstance 3D Painter, version 8.3.1Build 2451
Our team is running into a problem in which if we create Smart Materials that contains Paths and/or Warp Projections and apply that Smart Material to the same Texture Set, but have subsequently added a new Texture Set to the fbx prior to applying the Smart Material, the existing Paths/Warp Projections within the Smart Material are scaled incorrectly in relation to the updated geometry. For example the paths look like they're scaled up 10 times the original size. Steps:1. Texture_Set_A containing paths or warp projections, create a Smart Material. 2. Import a new fbx with the original Texture_Set_A, but add a Texture_Set_B to the project. 3. Apply the smart material made from the previous Texture_Set_A containing paths/warp projections to the updated Texture_Set_A (which now also includes the Texture_Set_B addition).4. Results in paths/warp projections no longer matching the scale or world space position of the original Texture_Set_A I have double and tri
Hi!Since Substance Painter came to 3d artists hands it has always been a desirable feature for every texture artist to have an ability of sending current work into Photoshop and get it back to Painter.Why? -Because Photoshop has its unique brushing ecosystem which has became native and habital for many handpainting texture artists. So I assume 3d artists don't expect a full layers stack interoperability between Photoshop and Painter because functionality are too different. But if we could send to Photoshop and pick back some specific basic color layers, as a projection or as flat layers method, it would be super helpful and game-changing!
Can you enable the paint across UDIMs to work with exporting to photoshop, it would mean a great deal for artists that will have to make a paint kit for their textures.Thank you so much
We are working on a heavily automated workflow with lots of assets of the same kind.Therefore we need a lot of tools and scripts to make it work.We would like to use the "Remove unused resource" function from the Python API.Please add it to the interface.
We are working on a heavily automated workflow with lots of assets of the same kind. Therefore we need a lot of tools and scripts to make it work. We would like to use the "Export Mesh" function from the Python API.Please add it to the interface.
Adobe, Allegorithmic team, please pay close attention to this bug in the program and make a solution!I often use the "Height To Normal" filter in my work and now I noticed a very nasty bug.There are 2 layers, each isolated its own group, so that one layer would not affect the other in any way. But when I put a display flag on one layer, I can clearly see how the intensity of the other layer decreases. Although they cannot influence each other in any way. I'll attach a simple test file where the bug is clearly visible. https://www.dropbox.com/scl/fo/ws6fpdx0is2fea5elpsur/h?rlkey=xs5lv73b0e5b2uo3ns0tcrk87&dl=0
Hello. IM using substance painter 9.1 and im running into a weird issue with my bakeing. Im doing a somewhat complex model, and for some reason, on one particular part, the baker is treating it as if there's a massive square in the middle of a flat face. Ive looked over the UV's, normals, face orientation, made sure to mark sharps and everything, and the bug is still there.Any ideas on what could be the cause would be appreciated. Its not a critical bug, but more of an annoyance than anything. Thank you for your time.
Does anyone know how to fix this? Upon opening Substance painter I get this error at the bottom of the screen, it stays there during my duration of usage and doesn't go away. Processor AMD Ryzen 9 3900X 12-Core Processor 3.79 GHzInstalled RAM 32.0 GBWindows 11 ProNvidia RTX 3070Adobe Substance painter Version 9.1.2
I would like to see a search bar in the anchor selection drop down. Once a lot of anchors are populated, it can be time consuming to manually look for them. Example image below.
I have a model, along with UV's, created in Blender. When I apply textures to the materials, in Blender, everything is perfect, but when import it in Substance Painter, I just get a jumble of artefacts and weirdness.
Is it possible to make edits to a mesh and re-import geometry changes in substance painter 8.3.0, at all?This was possible in earlier versionsBasically, I want to take an existing model, an do a damadged destroyed version.Thanks
Would be nice to have temprary "disable all layer on top of currently selected one " hotkey . Something similar to outputting selected node in Designer to see where things went wrong.
I have this only if I drop a filter as a layer . It makes unnesassary complication . Otherwize I could access only to content of current layer the anchor is on . Am I missing something?
Or otherwise add a few painting tools to Designer. IMO those anchors are nice but it's still a hell of a puzzle all the time. I couldn't figure out a thing in my own files. They looks like indecipherable mess a week after. No sense of flow , no compartmentalization, height and normal inputs fighting each other , endless workarounds and tricks for what should just be 2 or 3 parallel node flow easily accessible for masks whenever necessary. All the same as in Photoshop. Every time I switch from Designer to Painter I am gasping of inconvenience. it takes hours to figure out why smart materials are not working as expected for example . SBSAR export is another puzzle that eats your time like crazy. Perhaps Designer isn't a champion in clearness and simplisity&
Hi all, as seen in the picture below, I'm looking to bake the textures of the object on the right to the object on the middle to fill in the dark spots, but I can't quite figure out the method yet. Does anyone have any pointers or a methodology to follow if they've done this before? Thanks!
I'd love to have the wireframe overlay tied to a shortcut. Keeping the display settings window open and having to frequently click on the checkbox is not ideal.
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.