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Currently working on a project for a while. Only thing that i do exporting basecoler with color alternatives. Well after exporting with only $mesh outputpreset then i have to rename file like xWhite, xRed extc. Wouldn't be amazing if i can add extra option like $activeLayer in output preset so i can export easly or anyone who needs that !
On zbrush, I used multi-map exporter to export displacement map, normal and cavity - tiff 16 bits. Only the latter two work inside substance, while the displacement map is just all black. I would like to use the displacement map as a better cavity mask.
Allow the user to get rid of the mesh name automatically added as a prefix in the exported PSDThe final name we want for the PSD file is == as the textureset name. This lead to a useless rename that our artists have to do
for a asset thats made for scenes or even games, what templete should i choose? The maps will include all the texture maps normally included from albedo to metallic....
Hi, I'm trying to troubleshoot this issue we've seen in our pipeline which goes PiXYZ -> Substance painter -> Unity. We export a mesh (FBX) from Pixyz, and import it in Substance painter for baking from hipoly mesh and texture painting. We then take those textures, and import them together with the exact same mesh into Unity but can't recreate the look of the mesh as seen in Substance painter. Instead, the normals of the object look fragmented or erroneous. However, If we instead EXPORT the mesh from Substance painter and use that mesh together with the baked normal map the mesh looks fine in Unity. All other import settings are harmonized. This leads me to assume Substance painter does something to the mesh or normals upon import, but not declaring quite what. What happens there? Original FBX with substance textures in Unity, looking bad. Re-exported FBX from substance with substance textures in Unity, looking good.
hello. I'm just starting to work with textures in different styles.For example, textures have their own style. Whether it's world of warcraft, genshin impact, assassins creed or any other game. Where could I look for materials on the work on this topic? to understand the different nuances of their creation for a variety of occasions?
I am trying to bake my maps onto my model but its as if it only tries to bake on small portions of my mesh, theres no overlapped or mirrored uvs so there should be no reason that I can think of for the artifacting seen below
Hello! Our pipeline was built quite a few years ago using custom painter plugins built on javascript. I was wondering if the Javascript API was planned to be deprecated for Python in the near future of if both will be maintained for the time being?
Hi everyone. Thanks to your reports, we have identified a saving issue occurring on certain conditions. Therefore, if you're facing a [Project] Failed to save project... error, we advise you to switch the 3D view Display mode to a Mesh map. This will allow the application to save the project once again. Hopefully, this problem is already solved for 9.1.2 that should land soon. Best regards,
Please add Mac Studio M2 chip compatibility. .. Id like to use GPU.As of now, I cannot use GPU. only CPU. and Bakes take 1-2 hours.
Hi, Can Someone please help as early as possible? I have an issue after mesh as my character made on Zbrush skin details are missing and all features are smoothened. I have also used MAYA for topology and UVs. Checked the name and file size and tried some other ways to solve this issue but could not do it. Can some one please help me with possible problem here? Thanks for you help in advance
How do I get the layers in the substance painter API?
I have a suggestion or question about Substance Painter in 3D. Point light, spot light, and directional light should also be added to it. Is it possible that when we are baking textures for interiors or props, we can add Point lights in Substance Painter and bake their ambiance directly into the texture? If this can be done, it would be great. This is just a suggestion.
Hello all,i have just intsalled Substance Painter Version 9.1.1Applikation will not start, even not as Administrator.I am Running Windoes 10, with build shown below, on an older PC System Do you have an idea what may cause this error.Note : I am using Steam Version of Substance painter before i intsalled 12/22 or 01/23 I can't rememner what this version , build of Substance painter was that runs with my configurationThanks in advance
This could be considered a bug as well as a partial feature request: bug: When right-clicking to reload a texture which was updated externally, substance does not apply this re-imported texture on the model automatically, the user still has to drag and re-drop it onto a material slot to be applied. If one texture is applied across different materials, or if there are multiple textures that have been updated externally and applied either on one objects/materials, would increase this tedious and unecessary task even further of draggin them individually to their various mat slots. feature request: Ideally in a future release, any externally updated textures should be auto-detected and reloaded, not only as a resource in the project, but also updated on any applied objects/materials to see them in the viewport. Otherwise keep up the great work, -Mike
Hello community! Can we add a function to allow user to reorder the 'Saved Searches' ?Would be nice if we can custom text background color or add icon 🙂 Let me know your thoughts 💭
hi~guys:)in Substance 3D Painter,i bake a texture and size is 2048x1024(rectangle)but when i export texture,it is look likes locked,must be a square (2048x2048)how to change the export texture size,make it like a rectangle (2048x1024)i cant find the option :'(
Hi, I am trying to export transparent textures from SP but after the recent update they are no longer transparent. I do the same as I did before; metal-rough-with-alpha-blending, adding opacity channel. Export as 2D view and textures comes out solid as a rock. Can someone please help me out? It would be greatly appreciated 🙂
When I try to open a file or create a new file in Substance Painter, it gives a critical error and closes.My Laptop:Intel Core i7-7500u 2.70GHZAmd Radeon R7 M34012GBRamI was working about a work. I need a quick answer, please.
Hello guys, i have my model in ZBrush. But when im trying import to substance, i cant see part of my characters mini short. I try to unwrap again but not worked. And i have couple more problems. I use "noisemaker" in ZBrush for the surface of my gun holster and the leg belts but, i cant see the noise that i use. One last problem is i cant see my characters left eyebrow. Please can u guys help me? What should i do?
Whenever I try to switch my texture set to the set with more layers my Substance just completely freezes, or kills the tab and closes itself. However, when it decides to only freeze, my cursor still changes when pressing the camera movement keybind and when I hover over any item in the toolbar it shows the full description popup. When minimising the tab and opening it again it whites out the whole screen, and when trying to change the window size by dragging the corners of it, the interface will just cut or add white space in the enlarged area.I'm able to open the texture sets fine for the others, however one specific set with the bulk of layers and textures just causes the freeze / crash.I've tried reinstalling , moving the file to other locations (since it's been mentioned onedrive can cause issues before), I've tried pretty much everything I can think of. The software was running fine yesterday, then this suddenly started happening after i reopened the saved file to come back to it
when using the "smudge" tool in SP on a paint layer it reveals the color beneath that layer, in the screenshot, you can see the color of the "fill layer 1" is showing in layer 2 every time I use the smudge tool! it only happens when I use my pen tablet for painting, but it does not happen when I use the mouse! SP Stream edition 8.1.2 build 1782I hope my explanation is clear thanks!
Why when I tile a material this causes the quality to be decreased and blurred but in blender when I tile the material it still have the same quality is there is a way to make it work like in blender or any another solution?
In order to try and provide a more wysiwyg color pipeline for our artists, it would be great if we could inject our game's tonemapping\colorgrading as a shader rather than being forced to use the built-in ones. This would reduce artists back and forth tweaking and reexporting assets constantly
Hello Team Adobe / Substance Painter;I went 2 weeks trying to figure out why Straight Stitch wouldnt work in the new Substance 9.0 Path tool. I found out late last night that it is one of the few Stitches tools that do 'not' work in Path tool. So I would like to request a fix, a 'Idea' post for getting Straight Stitch functioning in Substance.Also, some things that it needs to function better for people that export their work into MS Games platforms where DX12 and OpenGL have differences, specifically in NORMAL maps.* How about making Straight Stitch to work with Normals as well as Height. Top Stitch works with Normals, but not Straight Stitch.* It would be nice if Height (and Normal) could be reversed into the Negative ranges, like -0.25, etc. Presently it is only from 0 to 1. It would be nice to have -1 to 0 to 1. * If it could be Normal 'also' (perhaps even done in pure Normal without Height, as that is usually what is needed in PBR's in MS G
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