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I'm very new to this, so this question might be silly. I'm trying to texture a wall. So I downloaded a cracked painter plaster material from Adobe 3D Assets, and dragged it onto the wall. Now, to get the texture to the right size and resolution I used UV projection and increased the tiling to 7. However, now my issue is that the tiling looks very obvious (thanks to the brown hole artifact appearing in every tile, as well other features of the texture repeating). I want to reduce this repetition by randomising the texture, but I don't know how? Any suggestions? Thanks for your help.
Is this even possible? It would be nice to be able to add to an existing color ID map without completely overwriting the old map when I rebake (It's for a decal sheet that I'm updating as I use).
Hi, Not sure if it's intended this way, but I cannot seem to download the trial for Adobe Substance Modeler, without having to pay for a plan. When I click on Try, it sends me through to a page asking me to pay for the Substance collection with the 1st month for free: I have a few issues with this;I am clicking on try, which isn't the same as getting a free 1st month.I click on try at the Substance Modeler screen, not on the collection (which it wants to charge for).I want to see what 3D program I want to invest my time in, before I put forward pricing towards my boss. I can't really try something I have to buy, and the "cancel before 30 days" approach isn't a feasible/realistic argument in a company. Am I doing something wrong? Or is it related to the fact I am already subscribed to the "All Apps" plan (which apparently doesn't include all apps)? Maybe it's intended this way, which seems illogical, but very Adobe? I just want to try the software be
Hello,I just purchased a subscription for Substance 3D Painter and I'm not able to use it on my machine. I tried calling Adobe Technical Support, but Substance 3D Painter isn't one of the app options. I hope I can get support for my new product here as I have seen similar issues go unanswered. When I drag Substance to my Wacom display to paint, it works momentarily, but becomes unresponsive if I click on 'Display Settings' or drag any of the UI's panels. So far I have tried:Updating my GPU driver to NVIDIA Studio Driver 471.41RestartingDeleting Preferences from the locations listed in the documentationRemoving software conflicts per the documentation. I looked in ShellExView for the Alienware computer shell extensions as described, but did not see the 'Alien Respawn' extensions in the list (see screenshot, below)Changing the Windows Performance Setting to 'High Performance'Checked NVIDIA Control Panel for a Substance 3D Painter program profile (I only have on
As the title suggests, this log message is not particularly helpful for models containing more than one object.The message:Getting the name of the object with invalid normals/bitangents would be much more helpful! Example: "[Scene 3D] [FBX] : Mesh(car_window) normals are invalid (some values are null) and will be recomputed" The current workaround to address this is to re-import my model in chunks until I identify the problematic mesh that needs fixing. This process is an unnecessary complication, especially when Substance already identifies the mesh causing the issue.
Hello, I am very new to the program but have been loving the warp projection for tattoos on models. When it comes to some spots on my model, I get weird ripples in the textures (I have tried a few). It only doesn't occur on solid colors or small, simple designs. I'm wondering if anyone has been able to solve this issue?
I've been wanting to use Adobe 3d Substance Painter for the longest time now but am unable due to error code 205 appearing every single time I attempt to open it.I've been attempting to use other apps and they still do not work as error code 205 comes up in them too.I have tried almost every troubleshooting option found online and nothing works. It's extremely painful as Adobe Substance Painter would be such a time saver for me.Any ideas? Help is much appreciated
I had a problem with baking the mesh in substance painter with these wierd linesthe model contains many object, Each object is unwarped on its own, I do not know if unwraping each object with its own uv is a problem or noI think uvs are printed over each other in baking stage
I applied for the free student license of substance painter, was found eligble and recieved a redemption code but after redeeming it and going on to my account it still wants payment in order to use it.
Hi ! I have a problem with the UDIM workflow...I wanted to switch to a UDIM workflow (until now I didn't use it and so I separated my UVs with different IDs and materials, so i had to switch between differents TextureSet) However, I've tried everything for my symmetry and nothing works: If I apply an offset for symmetrical UVs parts as I was doing before, this time all UV boards are taken into account, so I'm multiplying the number of textures and that's not what I want of course (for video game workflow optimisation issues). And If I overlay the two part of my UVs, It just doesn't bake (but the symmetry that I want works !). I know there's a way to do it, because there is a complete substance painter tutorial on Youtube, with exactly this type of mesh and UVs, except that it's not explained at all in the video. Also, some of my former colleagues have already done it._ Please help_ because i'm going crazy trying out everything that i can think of and not finding any solutions
Does anyone know if in Subtance Painter, for the output maps it is possible to omit some words using $textureSet or $mesh? I mean I always use the name of my materials as MAT_House, I would like that "MAT_" does not appear when exporting or if my mesh is called FBX_House does not appear "FBX_".Thank you very much.
i use free trial version in substance painter to get idea and get experiance . i can't see many options like materials, filters why is that happen ?
So I've come accross an issue where, when I add a new sub-paint layer to an existing or new fill layer it essentially changes to whatever settings the other sub-paint layer I have has, and any changes made on either one carrys over to the other. It's kinda hard to explain well so I've attatced a video to show the issue I'm having. This is a very annoying bug (at least I hope it's a bug).
Hey, I am noticing with some scenes I am working on in Painter, that I cannot zoom in to objects very closely which is making it hard to paint. Is there a max zoom in option? I havent found one but I am not sure why I cannot get right up close and personal with my objs's. Any ideas or settings to make this work? Thanks!
Substance documentation says we should be able to make changes to brush settings, and then right click on our brush asset and select "Update Preset" to save/apply the changes permanantly. However this option doesn't show up for me. The only way I can save my edits is by making an entirely new (duplicate) brush preset.
I just completed my first Substance Painter tutorial and I was very impressed by this program. I work as a 3D modeler using Maya and to date I have used Photoshop to create textures. With that being said, I would like to ask if SP is the prefered method of creating textures over Photoshop? I'm not dismissing either one, but I would like to focus on a program that will offer me all the control I need to create textures with the details I require. In other words, can SP do all that Photoshop offers when creating textures?Lastly, with all the filters that SP offers, is there a manual somewhere that explains what all of them do? I have relied on Youtube for my SP tutorial but some others just take you through the project by telling you to, "pick this option and connect it to that...". I would like to understand the basics and move from there.Thank you.
Started a new job recently and I'm at my wits end for trying to solve this problem. When in Painter (and Designer) my middle mouse on my pen isn't registered at all. This makes it impossible to navigate in the software with standard Substance/Maya navigation. MMB works correctly in all other software packages as far as I can tell. Only Substance Painter and Designer are having issues.I'm using the following version of painter with the most recent drivers for my Cintiq. Substance Painter, version 6.2.2Build 661 - 90395d89ce8b089bdb4bffbb6bd272741a80f04fWindows 10, up to date. Painter registers my LMB and RMB within the interface correctly, but doesn't register my MMB at all.Any help is extremely appreciated.
Im using a SP plugin called HairTG-Surface to create a base layer of hair to cover the scalp of a character. As the title says I'm getting these strange lines on my exported textures. I thought It might have been something to do with the cage when baking but I've tried adjusting the cage size and used low polly mesh as high polly, but I get the same result. Can't find much info on whats happening here and I've not come accross this before when exporting textures. Appreciate any help.Substance Painter Base colour exportDisplacement exportOpacity exportRoughness export
When I have imported a model for a wall, I made in blender the model had some problems that i could not fix, The model in blender was tottaly fine
Adobe told me to use my personal Adobe CC account for a "90 day trial" then transfer it to my companies's account. This didn't make much sense and quite dubious, so I opened a third account no associated with my credit card or my work. The 90 day trial never happened. And the 30 day trial expired before I could get the 90 day trial to work. Now it's been 90 days and I'm getting threatening emails telling me my third account will be closed. did anyone else have to jump through a ton of hoops just to get a trail, only to give up and look for alternative software before the trial period supposedly ended? Also is Substance worth learning? I will probably use it once every few months so not worth doubling my bill, but may be able to convince work if I have a chance to learn it.
I love the new curve updates, and they arrived just in time for a project that is perfect for them. I've run into a few things that would make them much better. 1. Gang select curves: I realized early on that curves can independently affect layer settings. That is, normal can be toggled on and off per curve, for example. This is a powerful feature, but selecting each curve to match or alter settings quickly becomes laborious. 2. Universal override for curve settings: I would love to be able to toggle an override so that I can change the settings of all curves at once. 3. Copy and paste curves! They can take a while to draw. Please let me reuse them. I used curves to make a pretty complex mask. I then wanted to use the same curves with the new pucker brush. It was a bummer to realize that wasn't possible, and I would have to redraw all of my curves again. 4. Curve import: would love to be able to import curves from my 3D apps. Bonus: The pucker brush stamp
When I convert a texture created with Substance Painter to PSD, the text layer information is converted to an image.I would like the text information to be converted to PSD while retaining the text information.I would like to have the ability to adjust the text spacing like PhotoShop.I would like to be able to use various Adobe fonts easily in Substance Painter.
when i am applying noise in height its not worrking seamless i saw so many video but now one tell what i want.how can solve this issue?
Hi Adobe, It would be great if you could rename the various adjustment we add on masks. Like that example doesnt help me later: what did I do here? I use to create a folder with a black black and use a fill layer in the mask to invert opacity channel (so my exported map of opacity work with Arnold Transmission) But seeing Fill as a name doesn't help me understand what I did on that layer when I revisit my work months or years later. I always rename all my stuffs. Would be great to see that feature in the next update of Painter Thanks,
Hi there...I have been working on my model all morning.I have been adding high poly meshes and exporting as normal, baking has gone well. I am using obj.So, I modelled a few extra bits, and the dont show up at all despite being visible in the Bake room.You can see from the screenshot which ones are missing.I tried a load of things, combining the HP meshes together, triangulated, exporting out as one file type then bring it back in as another. Applying scale, rotation and all transforms.Heres the high poly in bake room showing all details...Heres in texture window showing nothing?any help would be great..
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