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Hi there... I have a few texture set lists and I renamed them.When I export the mesh to fbx, the new names of the materials are not taken over. What i am doing wrong here? GreetsGuido
Hey everyone, I'm new to Substance 3D Painter. Now I have a question. For me, something is displayed in red [See picture] It says that is an assignment error. Unfortunately I do not know how I can solve it ;(I ask for help Thanks
I know a lot of people have had success with this excellent program Texture Set Combiner. I have come close to figuring this out, but not quite...Common issues I have ruled out:I know that I need to select a PBR format that includes the alpha channelI know that each material has to have opacity information in it in order for that channel to be generated Within TSC, I have successfully merged the diffuse/base color material-layers into a single material, but that's because it enjoys the benefit of having an alpha channel, so it's easy to just combine those together and call it done.But for all other materials, I had assumed it would use the diffuse/color channel as its alpha-basis, but this has not been the case. All my exported other material elements are basically whatever the last in the stack was since its color information would fill the entire canvas area.I feel really close, but am stuck at this part.Thanks in advance for your help.
Hi! I hope that someone that works at Adobe can answer this? It has been in pipeline since 2021 that Substance Painter will arrive to Adobe Create Cloud Suite for high school... Is there any update? I am a teacher in highschool teaching in Autodesk Maya and Unity and would really add Substance Painter to this and I am waiting and wainting for more info about this.
Buenas tardes;Cuando bakeo el canal de AO en Substance Painter me salen unas marcas muy raras. ¿Alguien sabe porqué?..
I've tried everything that's obvious and did all the "normal" rook mistakes. I followed this guide which technically should have fixed the issue, but it didn't. It wasn't until I applied the base map to a regular sphere that I saw that the textures were working fine in Maya. They just won't apply to the model I've been working on, so the issue is with the model maybe, not the import? I've added the texture files for the "Amp" or the horn part that's black in the scene.
I waited for the rumored 2023 edition of Substance 3D Painter launch on Steam around Thanksgiving, but nothing. Will there be a 2023 edition on Steam? Thank you
I've got these textures I would like to export, but I want the base colour in certain areas to have a certain level of transparency. for example right now if I had a regular cube mesh, and I painted 5 of its faces blue and one of its faces green and I changed the opacity of the green face to 50 or something, how do I export it with that 50% transparency?Right now it exports as a solid colour even if its opacity is changed, I have to go into photoshop and manually change it by selecting the areas I want transparent and changing the opacity and then saving it as a png in photoshop, is there a way to do this in substance painter so i don't need to do this extra step in photoshop?
For my custom exporter I'd like to access the data as to what color space got applied for the exported maps. Using code how can I query the current project settings with regards to the color spaces? So that would be these settings:And in particular accessing data similar to this UI shows would be perfect: I'd like to be able per texture set find the outptu maps, their resolutions, formats, bit depths, color spaces, the UDIM tiles and preferably even if the filename template used to define the path. So for a substance_painter.export.export_project_textures(config) export I'd like to know this information about the output files. Any pointers?
I am looking for an sbsar file cataloger. I tried in bridge but the relief of the textures is exaggerated without being able to adjust it.
Every time I open a file it is set to read only and I have to save as a new version. It is not version related, as I am opening on the same computer. This is a recent develepment (I'm on 8.2.0) and is really not ideal. We save our work to the cloud and it results in having folders full of painter files, which could be just one file. Each time I make an adjustment to a coworkers file I have to resave under a different name. It's a huge space eater. What's up with that?
Greetings, I've run into an issue I can't seem to solve or find any info on. When I use Tri-planer projection on my fill layer, parts of my normal turn black. Adjusting scale or Y axis causes the black faces to jump around. This issue is not present when using other projection options or when changing the Filtering to nearest. Perhaps someone knows what's causing this issue or even how to correct it! Cheers!
Since there're many properties in the layer or effect, so it's difficult so find out which property was tweaked when I want to reset modified properties only to see the difference between default value and the modified value.Unreal Engine editor has a feature to resolve this problem perfectly, it would be better if Subtance add a similar feature.
what im trying to do is remove some black from a mask without touching orange its connected to how do i do this without disturbing the orange?
By default Substance Painter only allows to have materials that are present e.g. in the source FBX file. It would be great however if there were a way to also allow the user to assign a new/custom material to specific meshes so that if e.g. an Alembic is loaded with multiple meshes and there only being a single "DefaultMaterial" entry that the user has the ability to split it into multiple materials directly in Substance Painter.
Purchased CG model on CG trader. Imports fine in C4D, but when I export to substance painter via either FBX or OBJ. Substance painter messes with the normals and the model looks totally bulbous and strange.(Please see attached image) I have this issue a lot and it's really tough to get around. THis time I'm stumped and can't work with this model. I've tried C4D, 'align normals', I've tried deslecting / selecting normal options during model export from C4D. I guess I need a way to reset the normals in C4D but have exhausted all the options I can find... Thanks in advance for any help.
Hello,I am trying to bake my HP to my LP to save verts for a game sword asset. I am using the subsurface modifier and there is an issue.As you can see due to the modifier for the HP version there is a gap between the mesh and the edge. Now when I bake the HP to the LP in SP I get this because of this gap...I am using a cage as well which I thought was supposed to fix this but does not work. How am I supposed to fix this issues and make sure everything looks clean?
I've been going through the Getting Started With Substance Painter 2021 tutorials with the Spider Bot Mesh. There is a section on applying decals using text fonts. Everything appears fine in the viewport, however the text has a wavey distortion in the exported base colour map. Any suggestions? Thanks
Hello, I made a plugin for substance painter which export textures for Unreal Engine and import them automatically in Unreal Engine. It needs improvement on some part, but it works out of the box. Feel free to use it or improve it 🙂 francoisgfx/substance_painter2ue: A substance Painter plugin which export textures and automatically import them into an opened Unreal Editor project. It created a connection between SP and UE and sends command to UE to import the textures. (github.com) F.
Hello!I am trying to archive a painted look on my Object in Substance Painter.And i am searching for something like a blending brush as you would know it in photoshop.I know there is the smudge brush but it just drags the colors around and i dont get the result i want.Also there is the flow option but the effect is so minnimal that i also can not work with that.I also attached an image where you can see what i want to archive.
Hi there, have a question. Been using substance fine the past few weeks. Export PBR metallic roughness (with output for Unreal), and normally get hard straight edges on my maps as I'd expect. However, this wobbly wavy mess came up (it is a building, nothing is curved). I have even turned off infinite diliation, as someone mentioned this might be the issue, but no avail. I use C4D to make my models. Any help as to why this is happening would be greatly appreciated!
Hey guysI am new to Substance and one thing is throwing me off. I have my model which looks great in Blender and Max when rendered-- it's a steampunk robot thingee. I brought my mesh into Substance to create materials, and after playing with several HDRI's in Substance, I am clueless as to which to use that will show me accurately what this thing will look like when it ultimately goes into Unreal or Unity. Each HDRI makes my work look completely different, unlike Blender where I can set up three lights and get a nice render. Can any of you recommend an HDRI to use that would be a good baseline? I have an HDRI that I use all the time in Blender--can this be used in Substance? If so how do I add it to the HDRI's in Substance? Thanks in advance!
Hi there,I have an issue I need to fix asap so I can continue my work on my honours project for university.I need to re-texture a character rig. I can paint on my mask layer if I change the UV map of the character in Maya before exporting however when I do this, my rig breaks and his facial controllers bug out. I need to be able to paint on masks in substance painter using the rigs original UV map. The map looks clean to me so I have no idea why Substance painter wont let me paint on it. I am new to Substance and I need a solution asap.Please note I cannot change the layout of the UV maps either as this too breaks the Maya rig. Any advice is appreciated. Thank you.
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