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I’ve had to do a restore on my pc & reinstall substance painter.....but now can’t log in....can someone please help me
I have a student license for Substance Painter but can't use it, Adobe gives me the option to try the program or to buy it, what do I have to do?
I don't want to open substance painter with UI. Is there any way that I can write some code and execute it in command line or batch command? I'm working on Linux
I ran into an issue while painting textures within 3 paint layers. It seems that your brush strokes stack up over time causing massive loading times just to click on the layer or load project up. So far I found no ways to force all that data to flatten and default as the image you made so you can keep painting. I could not find any ways to merge layers hoping to do just that. I can't drag layers from photoshop to substance painter.Fill layers can't be erased or painted on making it only usable for adding a layer ontop to paint with making it hard to fix blends.Looking for a way to clean that horrible loading time and continue painting.Currently made a new project with the layers saved out as png to use as fills which isn't ideal.
Updated from 8.2 to 8.3Crash at export. Reopening file, impossible to apply new Shaders, or change layer hierarchie.Installing back 8.2= impossible to open this file, please upgrade your software. Rent mode on !Tired of nowadays buggy apps!Everyday ther are problems, I am not beta tester ! Just right now I'm pissed off !Tell your Hierarchie please, it is a mess to work, everyday is getting worse (even so every day, softawres are better and better). (And yes I know, never update software while on a project, but I'm everyday on a project !!!)To be honest it was a 15mn work file, not the end of the world, but still. Pissed off, tired !
I'm having a problem stamping a certain piece of geometry with an alpha. I can drag across the surface of it with the brush and it paints the alpha with spacing but it won't stamp with a single-click.I'm using the exact same settings on the paintbrush on other pieces of geometry with the exact same alpha and it works correctly. What is it about this one piece of geometry that makes it not work?
I want to bake a curavture map with a normal map ... and also with my high poly mesh I use a low poly mesh to work with in substance but have a subdivided high definishing mesh added in the baking settings. The option to 'generate a curvature from a normal map' does say '(deprecated)', still i find it weird / dumb that it doenst use the high poly mesh or at least give me the option. If i dont use the 'generate from normal map' but the 'generate from mesh' it doesnt use the normal map at all (and normal map is selected in the texture set settings and unchecked in the baking settings) I am a newby, am i doing somthing wrong? What is a good solution for this? What i want:- bake a curavture from normal map ... with my high poly mesh What i can do:- bake curvature from mesh (and it picks high definition mesh if its available, ignores the normal map)- bake curvature from normal map (but it doesnt pick the high poly mesh) In attachment you see the 2 curvatur
I'm new to Painter and a novice with 3D in general. I'm trying to create simple cubes to learn the workflow from Blender to Painter and my expectation is that with UV maps and textures, whatever lays on top of the UV in Painter is what you will see in the output. So one square in the UV equals one side of the cube. What seems to be happening is that depending on the unwrap and padding I end up with steps or a cross showing on the output and either flat areas that weren't in the UV or streaks where the padding is attempting to make up the difference. (Probably way oversimplified) Auto unwrap is also unchecked. I've include images so starting with a material I created in Substance (substance material.png) I create a 1m x 1m x 1m cube in Blender with no textures, apply transforms, and use Smart UV Project (unwrap.png) because even with manual unwrapping (blender mesh.png) I see missing seams highlights (missing seams.png) during bake. After that, I have to scale down the boundin
Hi.. I am exporting some textures for a project. Out of the three Normal maps I have exported, one is in the purple/blue that I would expect, but the other two are both orange/pink and don't look right in Blender. I have used the same export settings for the maps and I cannot understand why they are different. Has anyone come across this?
I use substance painter primarily at school but have used it at home a few times on my current computer for personal projects or to do some work at home, and it has worked fine. A couple of days ago I was presented with this issue that has persisted since. I cannot view any more of any window than the top left quarter of each, the rest gets completely cut off. I can still interact with buttons and the such across the whole window, but this is more than just a little inconvenientLuckily the ability to export a log is still within my vision, so that has been attached as well. I posted a help thread a couple of days ago to stack exchange without much help and tried reinstalling it in an attempt to find my own easy solution, but that doesn't seem to be an option here. Computer Specs:Processor 11th Gen Intel(R) Core(TM) i7-11370H @ 3.30GHz 3.30 GHzWindows 10NVIDIA GeForce RTX 3060 Laptop GPU
Hey1. White UI theme!!!!2.THE CURRENT UI ELEMENTS COLORS ARE TERRIBLE!!! Different UI elements MUST be color coded. I refuse to understand this stupid trend to simplify everything to the point where youcantseeshit.3. Function to show Pivot Point of the existing model elements4. Basic UV editing?Thanks!
How-to tutorial of my free SP2M Bridge Tool to automatically connect Substance 3D Painter textures to Maya Arnold shaders. Plus added support for Unreal Engine shader export!
Currently, UDIM textures only support textures that have a UDIM number at the end of the file name. I would like it to be a specification that allows users to specify the file name rule and recognizes UDIM numbers that are four digits and in the middle of the file name as UDIM.
I would very much appreciate if someone could explain to me why the following is happening: I am in the process of covering seams in a model, and have noticed that regardless if I have a layer to cover seams or not, the metallic channel retains the seam. I'm not sure if this is a visual bug, or if there is something I may be missing in the process. I have provided screenshots with the metallic channel on and off:I checked all of my baked maps, and have confirmed that none of them are causing the seam, and have also tested multiple materials with the same result. I have also tried increasing the shader quality, which does make it less noticable from a distance, but it's still there.
Using Substance Painter 7.4.3 on Windows 10, this problem did not occur until I installed a new graphics card from a 1660 TI to a 3080Simply using a layer with saturation blend mode causes the entire model UV to warp, whereas it used to blend the way it was intended to before installing the new GPU. I have the most up to date drivers and I double checked to make sure. This does not happen with any other blend mode other than saturation. The video attached demonstrates the issue. I find satuation layers to be incredibly useful and this bug completely disables my ability to create the materials I like.
Hello! i'm having a problem using my SP texture maps within redshift and c4d. So far i have been importing my mesh from ZBrush into substance painter. then i UV unwrap in substance painter and do my texturing maps. then I export my maps and try to use them in my redshift renderer within c4d- however, the maps do not project onto the uv's in the same way as it seems c4d is not aware of how the object was unwrapped. is this a workflow issue? should i have unwrapped the meshes in c4d and THEN brought it into substance? It seems silly as Substance painter seems to have such a powerful automatic uv unwrapping tool! Any and all help is greatly appreciated! Thanks!
Hi guys,v8.3 is building trust in Adobe that this masterpiece of software isn't discontinued and put to the "milking the customer" bench. I bow to you for that.Bake mode seems to be pretty stable and a real innovation.However, rearranging views works only within the main instance for me (Win11). As soon as I try (or do it by accident) to move a view to another screen than where the main instance lives, SP crashes hard.Which is quite annoying when working with a graphics tablet as a second screen. Any advice? I'm on the edge to rethink my opinion on Adobe because there were some real improvements in the past few months (3DConnexion support finally, baking improvements now).Thanks devs.
i tried redoing uv too used maya 2022.I also tried different settings while baking but this shadow is appearing each time please help me with this im comletely new to substance.I havee attached phtots and settings as a video pls check on it.
Hi I have a problem with substance baking, I'm trying to transfer the normals to the Lowpoly from a Highpoly but it always gives me the error "[BakingProcess] Highpoly scene was required when baking Normal Map from Mesh but could not be loaded."Using by mesh name.While with Always it doesn't give me this problem.I'm using a lowpoly mesh modeled in maya and it doesn't work, while if I use a lowpoly exported from zbrush it works fine with the by mesh name.Can someone help me?Thank you
Hello!i was hoping someone could help me with a problem.when i export my maps from Substane painter i keep getting these cut off cropped maps and i cant use them for anything. Below is a screenshot of the exported maps: The maps look normal in the surface painter map view so i don't really know what could be happening: Below is a screenshot of the maps looking correct within substance painter. Below are some images of my export settings. I would be using the maps within c4d and redshift. Any and all help is greatly appreciated! Thanks!
Hi, im learning how to make game assets that will eventually be compiled together in unreal5. I'm creating models in maya then bringing them into Zbrush to add detail. But that's as far as I've gotten. Im quite good at substance painter, however the workflow confuses me, I want high detail on my models but dont want to slow my project down in unreal with high polys. Can anyone tell me the correct workflow from maya to Zbrush to substance to unreal? I can do each part but can't figure out how to connect them together. I'm blurry on baking and using the low poly model as final but not knowing how to extract the high poly maps from Zbrush etc etc. I'm so confused. HELP!
Please, give me an advice. I can't see objects from maya. I can't mask with objects or IDs. Where is the error? I export as fbx. I tried uv in maye both on 1 udim and on multiple UDIMs. In neither case do I see objects in substance with names from mayya, only in the 3D view. Please help!
How do you sample the greyscale value of a Mask - using the sample Material picker chooses the colur value, not the value of the Mask.
Hey guys, do you know if there is an option for Substance to bake AO directly into vertex color?
substance is cutting texture on my 3d model , who i working, if i put the size at 128x128, he actually works, but if i increase the size eh cutt at the middle.some prints of whats is happening.how can i solve this:?
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