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Hello, New to Adobe Substance Painter. I do enjoy the ease of brushing textures onto a 3D model. I am hoping someone may help me out - I couldn't find anything on this. I did try to open the file with UV tiles. The game I use, uses three different templates (Head, upper body, and lower body.) I imported the an Avatar into ASP which loaded the UV maps. When I use the paint brush in the 3D view and am painting on the Upper Body layer - it cuts off when I try to paint down to the lower body (example attached) Is there a way so I can continue to paint to the next material without it being cut off? or having to go to the other map to paint? Like a seamless transition?
Not sure if this is a bug or a setting that I have wrong, but whenever I create a 3d linear gradient generator on a fill layer with a black mask, the gradients are not smooth. It has these ugly lines that show up on my exports: Its almost like the gradient is pixelated when I play with the contrast and the balance of the generator: I tried to turn off hardware support acceleration shown in the documentation, but there was no change.Painter version: 8.3.0Windows 11cpu - 11th gen intel core i5-11400 @ 2.60ghzgpu - AMD Radeon RX 6600 XTThank you for any help with this issue.
I try to draw Maps for a Char. The Problem is i use Cinema 4d r2023 and Redshift. I dont own ZBrush and the Displacement maps and Normal Maps from C4d are bad if i import them into Painter. How do i create a good Normal map for a Human Char ? I am not Familiar with baking Normal maps with actual Redshift for Cinema 4d. Can i draw a Displacement map in Painter manually and export it then ? As far as ihave seen i need to create a Curvature Map from the Mesh, but from the Normal Map it has more Detail. I dont want to draw Photorealistic Skin but it should be good enough. But i am not able to Draw a Skin Normal Map with enough Detail in Cinema. I cannot efford ZBrush. What should i do ?
Hello I'm new to Substance Painter (and newbie to 3D modeling) ! I made a 3D model,low to high poly, (I used bevel and subdivde modifier in Blender) I exported them to fbx and bake, but I'm having a little glitch and I have no idea whyI have strange black lines at a certain angle of my object and I don't know how to make rid of it.here's my bake option :I unchecked the box "average normals" because I had a weird bug, and I also don't know why, and it was cleaner without it, here's the result :I checked my 3d models, they have the same location and normals aren't flipped.I'm kinda stuck and I don't know what to do, here's the blend file :https://we.tl/t-64qNeCRWuh
Exporting textures has always seemed a little odd to me with the way various areas of info are given priority, but today I tried exporting textures and seem to have no control over the output size. No matter the project size ( In General Properties set to 1024), or in the General Export Parameters ( set to 512 ), the list of exports shows, and exports at 2048. (All marked with a pink star in the attached image ). How do I export at any size other than 2048? Am I having a senior moment? And as an aside, one area of confusion has been order of priority .. for example the areas noted with the green circle .. with regards File Type - why is General Export Parameters given priority over the Output Template?
Hello, This is the first time I'm facing this problem :colors are gone when I export from Sampler to Painter. Usually, it works, but I've tried three versions, for building the embroidery, nothing works. I've exported the file as bitmap and reloaded it in Painter... it remains the same. Of course I've checked the maps, disabled and re-enabled... nothing.After several attemps with no avail, I have no idea where it comes from.
Curvature map bakes wrong on every model. Normals, height etc. bakes properly. Problem exist in every release of SP.
really like this program however, it seems like there should be an easier way for me to paint away in SP and then quickly bake what i painted onto a low ploy game asset. same model except the in game has uv's on one texture map instead of multple UDIM's. my curent workflow is to is to export SP mesh and textures to 3ds max, re-set up the materials.. light scene.. texture bake to low poly game asset. i want a way to do this in substance to be more efficient and take advantage of rendering power within SP. thanks.
Substance Painter で Pantone または CSI をインポートして使用するにはどうすればよいですか?
We are looking for a way to remote substance painter, However, in case that substance painter might not be opened with "--enable-remote-scripting".Could it be any programable API or any other way to connect to substance with a port?
Hi Im importing decals from Quixel Bridge - so the usual material files - normal, diffuse, height, roughness and combining these into a fill layer in Substance Painter. They also use an opacity map, so I created a black mask with it's own fill layer and place the opacity in there. All good, but when I want to move the decal, the material size/pos is not sync-ed to the mask fill layer's size/pos, so I have to manually transfer over values between the two. Is there a way to sync them, so I can just move my decal easily? Thanks!
Why does this weird blotch appear when I bake my mesh maps? It does not appear in Blender or when I import then model into Substance. It only shows up when I bake my mesh maps.
Hello Everyone. I'd like to use the "Artistic Heavy Sponge" brush in Photoshop. This is a default brush in SP but I wanna export it to Photoshop but I don't really know how I am supposed to do this. Maybe this brush is already available in Photoshop and I just couldn't find it? Thank you in advance.
Hi there, I recently started creating custom and advanced brushes for Painter. Currently in the documentation are only a few options listed like stamp-start, cycle, random seed and time. Is it possible to get more?For example the position of the brush on the UV?Would be very nice to be able to sample textures on position of the brush, which then will define the color of the brush.Thanks for your help in advance
I've created a shared library on our network (for multiple users to access) I have a bunch of base materials that show up in several categories (material/textures/alphas/filters). When I right click asset I can see they have multiple tags under "usages". Am I able to edit this so they only shows up only in the correct asset tab? I'm not sure where the usage data/metadata comes from. Thanks
Greetings Bottom line I want to create a lego logo pattern for a sole of a sneaker. I tried to create grayscale and posteized patterns, but they come in jaggy and lo-res when 'scaled' up in Painter...Any suggestions.ty
hello, I baked my high poly mesh on to my low poly mesh. There was a few issues with the normal map that I wanted to fix manually but I know i can't directly edit the normal from the mesh projection. So when i make a fill layer and projected the normal from there it looks distorted and weird. So, how can I fix, or is there a reason why it looks different. thank you
I have a hard time getting a proper curvature map. The white on the curvature map isn't consistent, it doesn't cover all the edges: This is the finsihed model. I had to go in an manually pain worn edges on the metal, because the curvature map just didn't cover all the edges. I have tried different settings in the bake panel, but none seemed to give me a good result.
So we pay for the software for years every month and there have not been a single meaningful update for 3 years +.The moment adobe bought substance is the moment I stopped seeing any updates to the substance painter.there are some stuff nobody uses but I'm sayingNEW TOOLSNEW MASKSNEW PROCEDURALSNEW ALPHASnothing.
How do I open the console for substance 3d painter? I have been trying to look for it in all the top tabs. Been trying to follow this tutorial https://substance3d.adobe.com/documentation/spdoc/environment-variables-172823292.html and it says everything but how to open the console.
The thumbnail of the mask is displayed differently.What is the difference between this?I want the masked part to appear.(I'm sorry if the sentences are strange because I'm not good at English.)
Guys, I'm surprised at myself that I am suddenly unable to use stencil. As a thousand times ago, I have a fill layer which I want to reveal only partially, so I add a black mask, a Paint layer under the mask, select a brush and a stencil, and try to paint on it with white color. Nothing is painted unless I select H+V tiling (which I don't want, but it could be a trade-off). However, the painted area is not the one bordered by the stencil, but it's a little bit shifted to some directions. I've tried tri-planar and UV mode for the fill layer, as well as Tangent wrapping and planar (if I remember well the names of the paint layer's modes), with no change in the result. I've recorded a short video. Can you spot what the basic thing am I miss or do wrong? (Substance Painter is up-to-date, and I fight with it on Windows 11.) Thanks,Gus
Hi all 🙂 Even though it seems so straightforward, I have always had a bit of trouble with the templates and exporting textures, so apologies if this has been covered but I couldn't find the answer anywhere. I'm having trouble exporting with the correct names... if I am using ACES color management, the exporter adds on "Utility" and "Raw" to the texture names. I duplicated a preset and deleted (_$colorSpace)(.$udim) from the output template, but that didn't work. I had to switch back to default color management to get the texture names exported the way I wanted them. Any idea what I might be doing wrong here?
I made a test material with thick industrial paint, using a basic mask on the height channel. Trying to export the mat's height as a normal. What's the preferred method? Currently I'm trying to convert the height mask to normal data using the "height to normal" filter, but selecting it closes the menu (see attached). Is it broken or is this user error? If broken, is there another way I can convert the height data to normal? Using Substance Painter 8.3.0
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