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Hi, I am having an issue where Substance Painter 3D will freeze when launching on my tablet (working as a second monitor as well). It gets stuck on a white screen that looks like the following: Then I must close Substance Painter, uninstall and reinstall, or disconnect and reconnect my tablet to get it working again. I'm beginning to get annoyed with the tedium. I am running on Windows 11 and using a XP-Pen Pro 22E tablet for the second monitor. I do not have this problem on my personal station that operates off of windows 10 and an older Cintiq 22 as the second monitor.I have tried updating every single driver and trying every older version of substance painter available. I am not sure what else is left to do. If there is a solution to this problem, I'd be happy to hear it!
I'd like to know if there's a similar tool, as I sometimes paint by hand and I honestly need something to smooth the edges between each paint stroke
https://substance3d.adobe.com/education/I entered my email on this page and waited for a day but I never received an email.It wasn't in the spam folder either.When I tried to enter the same email again todayI got an "adobe UniqueID already exists" errorso I tried entering Proton's disposable email.However the email didn't arrive. How can I get emails? Is it faster to call customer service?
The winning entry from October's challenge, by Narina Allakhverdian. The new monthly challenge for the 3D Texture Artists group on LinkedIn is up! This month the model to texture is Stylized Mushroom 07, available for free this month on Substance 3D Assets. You can find all pertinent info on the challenge thread in the LinkedIn group. Notably, the deadline to get those images in this month is on November 22. And if you want more info on previous monthly challenges (most notably last month’s), we're starting to build our Behance post on the challenge a repository of images created so far. Good luck!
Hi,I just got Substance Painter to paint UDIM models, but this infuriating glitch won't let me. Whenever I import a UDIM texture set, it gives me the "failed to decode bitmap" error (in screenshot below), then the entire texture set dissapears from the project panel when I reopen the project. I tried all the solutions previously listed on this forum. Renaming and reformatting the textures doesn't solve the issue. The only solution that does work right now for some reason is to delete the UDIM tile denotation in the texture's name (e.g. renaming "Diffuse_1001" to just "Diffuse"). But then that completely negates the UDIM import for those textures, making the solution redundant. I've been stuck trying to figure out a viable solution to this glitch for a week now and I'm starting to think of dropping this program. Can anyone please help resolve this? Thanks(P.S. here is the attached error log as well).
Hi, When I try to load my project.spp file I recieive this error message: [Scene 3D] Unable to open file "".[Scene 3D] Failed to load 3D scene.Unable to open file "". Any help would be hugely appreciated, there's a lot of work in this one file. Thank you.
I need them back quickly for a project which can only be done a new PC, the GPU on the last PC it was on broke.Support page said that as long as both accounts use the same email, I can retrieve the license key. I want to use those specific versions (2020 versions) so a trial is no option for me due to no backwards compatibility.I found an official download of that version but is only asks for Substance account and licence file.I have the licence keys already via the original emails.
First time using substance painter , a old version of substance painter and this is what i see in 2d view it show me only the front side and a color in the back side like the pictureAre all versions of substance painter similar ,Should I use a new version to see both sides or is something comon in substance painter , i have to export this texture to second life , any help will be appreciated
I had a longstanding subscription and gained lost of substance points. I occasioanlyl downladed stuff with them. Recently I realized my points and ability to get stuff was gone. This is highly upsetting for two reasons:1. I already paid for the points2. I can't afford a subscription to download stuff. And either way - I had SOOOOOO many points - now I would have to PAY for a LIMITED amount of points per months. What can be done?
Hello! This may be a dumb question. But, when I put my smart material on my mesh, it is really scaled up, so it looks really ridiculous. For reference, I'm trying to make planks of wood, and when I made the material it was all great and was the correct scale. But, when I placed it on my object, it was all HUGE and only showed like 4 huge planks. Thank you all so much in advance - A substance painter noob
I recently got verified for a 12 month student license for Substance 3D, and can't get it to work. I redeemed the code, but can't use substance without paying. When i try to use the code again, but it says that it's already been redeemed.
I applied for the free 12 month Student licence last year and wanted extend it, so I applied again and redeemed the code I got in my E-Mail. When I go in my Adobe Account, however, it still says that my license has been suspended and that I need to update my payment info to reactivate it. When I go to "redeem new code" it just sais that the code has already been used. Do I have to just add a payment method for it to work?
Hi,I would like to make this texture material in Substance Sampler.Does anybody know how to make it?Than you.
I'm trying to import several .sbsar assets to my library, but regardless of importing them as alpha, basematerial, filter, generator, procedural, or texture, I get the "[Resource Import] ... cannot be imported as..." error. I feel like I'm doing something wrong, but there aren't any clear instructions on how to import these assets. This is one of the several assets. They're all stitches and seams like this one.https://substance3d.adobe.com/assets/allassets/428ec3393f0d1d58f556c304a467427d008a530e?assetType=substanceDecal&category=Soft%20Surfaces Substnace Painter 7.4.3Windows 10 21H1
Case scenario, Im doing an airplane panel, and I would like to make AO for the gauges, but the glass texture set will darken the result. Isnt it somewhere a simple tick does says, exclude glass from AO computation?
Matthias Schmidt’s new Procedural Planetarium Signature Collection delivers a rich set of procedural planet materials – from icy moons to gas giants to ocean worlds – built for Substance 3D Assets. All materials of course incorporate modifiable parameters to allow it to fit your stellar needs, and node graphs are provided allowing you to study Matthias's expert approach to material creation. In our new article, Procedural Planetarium: Matthias Schmidt on Filling the Night Sky, Matthias details the techniques he used to recreate layered atmospheres, emissive “civilization” masks, and more to create these astrological wonders, incorporating outstanding visuals and practical tips you can drop straight into your material workflows. Take a look today! (Or, y'know, tomorrow.)
Outstanding texturing work by Yufei Chen, for the October 2025 texturing challenge. Each month the 3D Texture Artists group on LinkedIn runs a challenge: take that month's specified asset, and texture it as artfully you can. There are just two more days before the submission deadline for this month, on October 22 2025. But don't worry -- if you don't have time to get something ready for this month., the next challenge begins on November 1! You can find the thread for this month's challenge on LinkedIn, right here. And the winner of this month's challenge will be announced on October 27, in the 3D Texture Artists group. And to see what sort of work has already been created for these challenges, take a look at the Behance page we've just created as a sort of 'challenge repository'. We'll be keeping that updated as more and more submissions come in. So, go nuts with the texturing -- and, as mentioned, the next challenge begins at the start of November!
'Sup, folks? We've just published Beyond the Screen: How 3D Amplifies Real-world Design. Luxury leather goods designer Solange Sailler worked with the Substance 3D Assets team to explore how 3D tools can complement traditional craftsmanship—enhancing creativity, iteration, and communication while maintaining Solange's tactile, 'real-world' approach to design. The 3D Assets team created a bunch of new models and materials to represent leather goods as part of this project—and, of course, all of the visuals in the project were textured with Substance 3D Painter. Those assets are available on Substance 3D Assets right now. Enjoy!
Whilst working on a personal project I had bought a pack of normal map decals for hard surface modeling when I noticed they looked weird on my model!At first I figured it was maybe a topology or UV issue on my end but after extensive research, and even noticing UV seams in normal view, found out that wasn't the issue nor an issue to begin with.So I decided to test it on the simplest thing. Blender's Default Cube.And here's what I found.On the image you can see 3 faces in the corner of a cube in ortographic view. The one on the left is the Y axis, one on the right is the X axis, and the one on the bottom the Z axis (This view is from the back of the cube)Normal maps seem to only work/look as intended on the X axis facing surfaces, whilst the other two axis they look weird and have those visible seams, it is especially noticeable in material view with added complexity.Now this doesn't seem to be consistent, as on my personal project files, normal map decals on X axis facing surfaces stil
I am currently exporting my shirt mesh into substance painter form Blender3D. I exported both the high poly and the low poly as a .FBX and made sure to tik 'selected objects'. Before that, I have already made sure that the face orientation for the obejcts were facing the correct way before exporting. I follow the basic fundamentals of importing into Substance by opening a new file as an OPENGL 2048x2048 and what not.However, when I go to bake the High poly details on the low poly, my the high poly details are facing inward. To attempt to fix this, I saw a tutorial where you you click Colorspaces and saw that most of my maps were set to DIRECT3D even though I have already opened the file as a OpenGl.Most of my maps are set to this and I have tried to change it to OpenGl. Howver, once i exit out of it to go to another map thats displaying the same thing and return to it, It reverts back to direct. How can I fix this? Is this whats causing my sculpt to look weird?Heres how my mesh is supp
I have the Steam version of Painter and Designer. Having previously had Allegorthmic versions, I had a bunch of asset points on source.substance3D.com. Those are all gone now, due to the change in January that wiped all points. If I want to download asset now, it seems the only option I have is to subscribe to the full Substance subscription, which gives access to the apps that I already have. How are users with perpeutual licenses (from steam or earlier versions) meant to acquire assets from substance3d.adobe.com/assets these days?
TOPIC: FINDING TEXT IN ONLINE MANUAL What exactly should I type in the search box to search ONLY SUBSTANCE PAINTER and for the TEXT I do not know what they mean https://helpx.adobe.com/substance-3d-painter/interface/assets/advanced-search-queries.htmlthis page makes me feel encredibly stupid. What will I type in to search only the online manual for the app ? not everything else ? I want to search the online manual just like I used to search a PDF book. is it possible ?
Substance Days is coming to Gnomon this month, for a day of industry insights, expert tips, exclusive reveals, and more! Some key highlights of the day: deep-dive demos of Designer, and ZBrush-to-Painter workflows; a session on texturing garments with Painter and Marvelous Designer; a whole bunch of expert guest speakers; an evening reception for attendees and the Substance team to hang out and share experiences. You can find more information right here, on the event page for the day. Please note that you need to register in advance in order to attend. You can REGISTER FOR THE EVENT RIGHT NOW at the button on the event page ^^^. See you there!
This has been asked for for years and years now and it has been aknoledged a billion times.When will we finally see actual non-square texture support ? This is such an important feature to have in game development, I have no idea how this isnt a number 1 priority. This should be a basic functionallity for any serious game development texturing software.The only way of getting half descent results is by changing UV transformation settings inside each and every layer to a power of 2 ratio, which is a ridiculously tedious task on complex models and doenst solve all problems every time.Setting Texture Set Settings to non-square doenst make any meaningfull difference as it is not reflected in the 2D and 3D viewport.Test best results i could come up with was using clinched UVs and non-square bakes, with square Texture Set and export settings, while changing UV transform settings to the power of 2 .How does no one seem to care ?Is there a magic plugin everyone but me knows about ?&n
Hello, I have a question about UV mapping in Substance Painter. As in the attached video, if there are two or more identical star-shaped meshes with front and back sides, what would be the ideal way to map the UVs for the meshes? In the video, the front and back UVs are separated and positioned far apart, while the left and right UVs are overlapped. Will there be any errors or problems when baking in Substance Painter? Is it always better to split the UVs into four without overlapping them? Thank you in advance.
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