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Hi,I have a lot of substance materials. Fee ones, bouight ones. How do I preview these materials. If I add them to my Substance Painter library, it loads all of them . That is not what I need. It slows down SP.So how do you manage all your materials and preview them so you can find the right material easy? Thanks,Bart
Hello,I have a student account with Allegorithmic, but I think my student license has expired. I'm still a student at CGMA (CG Master Academy) and need to use the Substance Painter student version for my homework. Is there a way to get an extension or a new student license? Would you please tell me what the steps are to have my license renewed? Should I provide my proof of enrollment? Please let me know. I would truly appreciate it.PS, I also have an Adobe student account and I noticed you have Subtance 3D Painter...is this the same Subtance Painter from Allegorithmic? I tried to download it as I download Photoshop or Illustrator from my Adobe account, but it only gives me the option of trial or buying/ not downloading? isn't it included with the adobe student account? Let me know please.Jorge
I made assets in Blender, export them as FBX and import them into Substance Painter,However importing them into Substance Painter alters the UV maps and adds lines between vertices that aren't present in the Blender version.
Hello, Im currently working on baking my character model, doing the same workflow ive done dozens of times. This time I just cant figure out what the issue is. My bake loads properly in Marmoset and previews just fine, its just very laggy and Im more comfortable with Substance painter currently. When I go to bake my high to low, Im instantly given bake failed for all texture sets. Im given these errors: I have run through all possible issues I can think of dozens of times. My uv's are all in 0-1 space with no overlapping, I have 5 different texture sets which are all applied properly. _High/_Low suffixes are all applied properly. Low Poly is 70k tri's, High poly is 70 million. There is no Ngons. High Poly is exported from Zbrush as an FBX with GRP turned off. Again, The bake works in Marmoset, so I dont understand why it instantly fails here in Painter.
Hello, I am new to using the Substance Painter application and encountered a problem while using it. When baking the Low Poly Mesh, strange issues appeared in the maps. How can I fix this?
I have a horrible bug. One of the hundreds of layers has only height information. (No masks) After restarting, it has some dots (1-pixel size). Some gradients are looking like 8-bit images. This only happens after I close Substance and restart it. I tried everything please help.
When the painter exports the UDIM model into Maya, the UV will be superimposed to 1001, and the UDIM model cannot be exported correctly
I am using ZBrush and PolyPaint (Vertex Color Information) for furthre use as a Masking ID when baking within Substance Painter. Screenshot below shows clean Polypaint (Vertex Color) When baking inside Substance Painter, I am getting everywhere "Color Bleeding". For example, the rope should be only blue, but green color from the sack is bleeding into it. What am I missing here, what am I doing wrong and how to fix that issue?Thanks for any thoughts, ideas and help,appreciate it!
Hola a todos,hace 2 meses instalé la versión de estudiante de Substance Painter, por mantenimiento desinstalé la aplicación, pero ya no me permite ingresa el código de canje de nuevo. No sé cómo volver a ingresarlo sin que salga que ya ha sido canjeado.
Hi, guys i have an unussual problem. Project that im currently working on requires me to create textures for models using only base color which is really hard considering amount of detail that mesh maps can offer. That means end product from substance can only be one texture .png that will do all the work. Is there any way in substance (or maybe another program using mesh maps from substance) to render my uv preview in material setting to one png file. Substance already shows me how uv presents in given setting but i want to additionally export/render that preview to png file.
Hello, i'm using Substance Painter 3D to draw a pattern onto a 3D model.So far i've been drawing my shape outlines and filling the shape in manually, this is very time consuming and inefficient.It seems there is no simple way to fill these shapes I have drawn. Is there a bucket tool option? Or some way to auto fill the shapes once I have closed them off? Hope to hear from other users, thanks.
I've run into an issue where the alpha for the normals is being ignored.I've tried to force the normal to publish with the alpha channel as seen in the image below. The out put does have alpha. And the settings are for RGBA. However as you can see when the SBSAR is brought into Painter the normal is not utilizing the alpha. I've alpha made an output with Opacity, Mask, Translucency but it doesn't seem to help. I'm bassically bringing in the SBSAR using Add Layer (not add fill layer) and changing the Normal blend to Replace. I place to decal, change Normal back to Normal blend and will get the full square of the decal not the shape.Is there a better way to do this? It seems odd having to change back and forth from Normal/Replace/Normal in order to get somethine close to what I need. I wish there was an option in the SBSAR to force Replace or perhaps have a toggle for it so the user could turn this on for the brush instead of the layer. It also seem bad that an empty layer
like in photoshop. it's sometimes necessary to keep layers in sync and I miss this simple way from Photoshop a lot
I keep getting this error when trying to export textures from substance.Not exactly sure what its telling me [MapExporter] Could not save //uapfs2/Profiles$/lvongmany/My Documents/Adobe/Adobe Substance 3D Painter/export/ligaments_diffuse_0_Height.jpg map: No archive found to open a device on file://uapfs2/Profiles$/lvongmany/My Documents/Adobe/Adobe Substance 3D Painter/export/ligaments_diffuse_0_Height.jpg
Hello! I know this is probably just a little simple option I need to change, but I'm having a problem where my fill layer with black mask is "leaking/bleeding" to another UV shell. I was doing some tests regarding t-shirt texturizations and then this happened:How can I change this so the fill layer will be only, 100%, applied to the shells with white color in the mask?
I have a steam version of Painter, it works fine if I open existing projects. But when I'm trying to create a new file, I press "select" to select a file, painter just crashes with no log info. I found in windows logs that Qt5Core.dll module causes this crash. Tried reinstall painter and C++ Redist. Nothing helped
Hello all,I have a model with three parts. I use the same texture settings in all three models. The problem that I have is that the pink texture looks different.Regards,Jochen
Can I export a UVMap?
Good afternoon, will you continue to release a personal version on steam for home use? I sometimes use the program for myself, at home, not at work, I can open it for personal use, teach something, train, study updates or paint a model for myself. I do not know if you will continue to release versions on steam. I would really like you to continue to release and support the steam version.
with the recent Painter updates my objects have turned pink, I have updated my drivers, switched shaders but no joy. I have tried all the fixes I could find online. Th eonly fix was to roll back 5 versions before things looked OK. Any ideas?
Please correct any misunderstandings here, but let's assume you set your document size to 512x512 and import an 8192x8192 texture for an object. You then clone a portion of this texture onto another part of the model and you export at 8192x8192. What you end up with is an 8k texture that looks "correct" (meaning, the proper 8k res) on all parts of the model except the part you cloned, which looks as though you cloned it from a 512x512 verion of your 8k texture; which you did. (because your document size was set to 512). You then go back and change your document texture set size to 4096 in the "Size" parameter in General Settings. The cloned area now looks like it was cloned from a 4k texture, which it was, because of Substance's non-destructive workflow. You then export again at 8k. Now you have 4k data inside of 8k data. (the cloned data was cloned from a 4k source.) Better than 512x512 data inside of 8k data, but the cloned areas are still only 4k.4096x4096 is the maximum resolution
How to make this plastic material? Maybe someone can help me, it looks really amazing.
Hi,I hope you are well. Is Windows Ink necessary to be on in wacom settings for Substance 3D Painter to have pen pressure sensitivity detected? My issue with Windows Ink is that it makes this annoying little circle then I draw. How do you go about it? Thanks,Artur
HiI hope you are well fellow artists. Does anyone know how to export custom shortcuts to a file or what's the path to the shortcuts file? Kind regards,Artur
I reently signed up for the full Substance 3D Collection but have not had much time to try any of the apps. I assumed that because I was able to download and install that my Mac hareware was adequate. Now, I'm not so sure, from reviewing the FAQs for minimum hardware requirements. Some of the minimum requirement are met; others not or I'm not sure. Can somone please make an educated guess as to the problems and limitations I will likely encounter or if will I need to upgrade to a more recent Mac to use the software at all? I'm considering a MacMini - m1 which I can't really afford, right now and would that be an adequate choice for future? Here's what I have - will it work? MacBook Pro (15-inch, 2017)3.1 GHz Quad-Core Intel Core i716 GB 2133 MHz LPDDR3Intel HD Graphics 630 1536 MBmacOS Monterey v 12.6.1 Thanks for your help and advice... I'm feeling really STUPID right now, for not checking hardware requirements, FIRST, before jumping in with both
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