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Hello everyone! I have some problems with color managment in photoshop after exporting layers from Substance Painter. The trouble is the pluggin export layers in custom color space, but I need sRGB color space in my prjects, and I can't convert space without changing any colors. Save original colors is important for me. Is there any ways to export layers in sRGB or convert space in Photoshop without color changing?
Hey guys,I'm kinda lost on what to do at this point and not sure what to even try. I want to use this wood texture, for the seat of the bench model I made, but I can't figure out why it's exporting this way and it's just unusable like this in blender. I hope you can see the problem with these two screenshots. I really need your help everyone, thanks in advance.
So this might just be something that is baking 101 or something you wanted to do but I appreciate if i could get direct feedback to make sure i'm on the same page so it help to keep it simple to build it up. So i got these two cube. One that is just normal cube as shown here.We can see how it shade smooth and how many tris it has. Now i have a this cube with a small push that I like to bake on to the first cube. Here is the high poly one and it tri numbernow when i go to bake it, here is how it turns out in substance painter with the normal picture.Now it doesn't turn out to have the detail of making the push in my high poly one be shown in my low poly one. Is the reason this doesn't happen is because when you are baking something, the high poly should have extra tri to it as in give it extra subdivision and bevel so it help it show more detail for it to be baked on to a model. Trying to understand baking and it helps if i can understand simple on a cube as othe
안녕하세요, 출력 템플릿을 2D 뷰로 설정하고 텍스처를 내보내면 불투명도 소재가 표현되지 않습니다. 알파 블렌딩 쉐이더를 적용했는데 3D 뷰포트에서는 투명하게 보였지만 텍스처를 내보낼 때 투명해야 하는 영역이 불투명합니다. 답을 아시는 분들은 제발 도와주세요.
Hi everyone, this is the first time it happens to me after nearly 550 hours using Substance Painter. I think the images attached can explain better than i could. Is this some sort of bug or might this happen due to my bad topology on that floor?Can you help me fix it? Cause i fear it's gonna appear on the textures as well after exporting them.
Hi tried to export x-plane 12 own A330 paintkit wing.spp file to photoshop. File, Send to, export to photoshop option. All what i get is ''[Plugin - photoshop-export] The map export is not available when using the UV Tile workflow'' Fuselage is working but wings and engines not.I need a layered paintkit to photoshop.
Hi community, I need to be able to rename a texture set through the API in python.I can't for the life of me understand why this isn't available. The $mesh variable under the output template maps uses this name when outputting textures. Another alternative is to create a custom variable within the painter session, and use that for the export. Something like $myCustom = 'MyNewName' A Third option is to actually write the output templates in python, but when I open one up, they are encoded so there is no way to read in the file and change some text, then save it. So all my options are exhausted. Does anyone know of a solution to this?
It's unfortunate that Allegorithmic sold-out to Adobe because apparently Adobe sees no value in offering older versions of the software. Well I'm not going to buy a new computer just so I can run the latest version when the version I was using was fine; and especially considering the newest versions of any programs are usually the buggiest.
Hi,I will use weld brush as an example Brush show Alpha weld in the alpha channel. 1)Why does it show alpha like material sphere in the alpha channel. If I put any image as an alpha it show an image and not sphere.2)Secondly where is this alpha I cannot find in substance painter
Hello,I’m working on a remote control model which I would like to texture in Substance Painter. I have unwrapped the model and packed the UVs but when I bake the mesh in Substance Painter I get weird artefacts on some of the objects. I tried multiple ways to troubleshoot this but I didn’t find a solution. Here’s what it looks like after baking the mesh: Here are some details:The model is exported without applying the modifiers, I’ve used this approach in previous projects and it worked fine. I tried applying the modifiers but didn’t solve the issue;- The model was unwrapped in Blender and used UV Packmaster to pack the islands. There’s no overlapping geometry; I double-checked for flipped normals, and I played around with bake settings in Substance Painter but none of this solved the issue.I’m running out of ideas on how to troubleshoot this, so any help would be appreciated. I can provide further details if needed.
Im new to Substance Painter and I am sure I am doing something wrong. I am trying to export from Cinema 4D to Substance Painter as .fbx paint and reimport the textures into Cinema 4D after working on them in Painter. I have attached a video of basic workflow. The maps are not correctly projecting when brought back into Cinema 4D and Redshift. I am sure I am doing something wrong but can not figure it out. Please see the attached video of what I am doing, thanks.
When I imported the model, which is a basic cubesphere from Maya as an OBJ, I got the error " [Scene 3D] OBJ: unexpected illumination model (0-2 recognized) ". In addition, when I try to bake my texture maps, this happens: Can anyone help me with whats going on here?
Hi I have two metallic maps that I want to export out of Substance Painter. Below are three maps the first map is the metallic map of a door and the white specs are nails. So this map is working as it should. The second map (when exported) is totally black however the screenshot below clearly shows that there are areas of metal in the map but when I export it, unlike the door that shows the metal nails the second map only exports as having no metal in the model when it does. What am I doing wrong?
Hello, I'm quite new to Substance Painter, so please let me know if there are different settings I should use. I have modelled a pair of roller skates in 3Ds Max, and have used the modifier 'Unwrap UVW'. Each tile corresponds to a different material. When starting a new file in Substance Painter I get the same messages and it won't open my model. [Scene 3D] Failed to triangulate polygon (no ear found). Probably not a simple polygon?[Scene 3D] Loading failed[Scene 3D] Failed to load 3D scene.Loading failed I realised the first error refers to the mesh itself however I have tried using the Auto unwrap feature and it does open the model so I assume it is an issue with the UV unwrapping which is preventing proceeding. Is there a way to work out what is causing the issue? Any help would be appreciated, Thanks!
Hi, I would post this to a unity forum but I can't for some reason. Anyway, I have this 70's model with a glass material. I'm totally new to this and have never used Unity before. I'm using the Unity HD render pipeline metallic standard output template. what export settings do I use and howwwww the hell do you input those texture files into the material in Unity. I've bummed around for a whole day trying to do it and I just can't do it. these images are substance and unity. I've watched several tutorials but they're just not quite what I'm looking for. please help 😂 thank you guys
Hi,With just Ctrl+g on a multiple selection of texture set to organise our content could be really handy. For example we have head, body,eyes, tongue, top, belt, sleeve uv set We could create 2 groupe. 1 for Human part and 1 for costume part. It's just an example but it could be use for many cases.What do you think ?
So in Nuke, when you have a viewer open, the values of the pixel directly under your mouse is displayed in the viewer at all times. It is incredibly handy. Im not sure if theres a current way to display values of the eye dropper in substance painter in real time, but I think it would be incredibly handy when painting height maps and well any map to know the values of the textures. Its hard to tell sometime if im clipping at 1.0 as a value or for height maps what the value of an area is if its negative. I know you can change the display options to see negative values. Basically i want to see the value of the layer's pixels where ever my mouse is displayed on the screen.You can see in this image of nuke the RGB colored numbers under the viewer.
texture not linin up with the model
Hi, I can no longer add the opacity channel, as I always did in previous versions, that is, by clicking on the "+" sign above the other available channels (as I also used to add the emissive channel... what should I do to reassign it ?
Could anyone shed some light on why on a certain part I get 2 sets of textures exported ? see attached screenshot for info. It is only on that part not on any others. I think I need tex set 1003 and have deleted set 1001.Why is this ?
Hello, I have a problem with "Bake mesh". I'm trying to apply a High Poly version to my Low Poly object. However, when I do everything step by step according to the guides, I have something like a double mesh. I don't know what the problem is and I'm having a really hard time finding anyone else who has had this problem. The model is from blender UV map is made and packed.
Hi there,I understand the whole idea of baking the details of a high poly mesh and projecting it on a low poly model. I think it is very logical and a genious method to keep things fast.What I don't understand is the use of baking a low poly mesh and thus the function "Use Low Poly mesh as High Poly mesh". It seems to me that Painter is not gonna get any extra details when you bake the exact same mesh as the one you are working with so how does this benefit anything?Is AI filling in some gaps? Am I missing something here?Who can explain the use of baking a low poly mesh on the same low poly mesh?Thank you!
PLEASE HELP - I HAVE AN ORRIBLE PROBLEM WITH SUBSTANCE PAINTER For a few weeks now, Substance has been exporting completely broken maps to me, as if it couldn't recognize UVs. I don't understand if it's a substance problem or derived from maya. On maya, everything looks perfect.On substance it recognizes me the uv and I can texturize, BUT NOT EXPORT ALL OF THEM I will insert the images below for you to understand better uv 1 - uv2 - export settings - final result
Hi everyone! How can I create this fabric material? I tried some V-ray tools like Dirt, Curvature, composite map,.... but it didn't work out. Is there anyway to create it in substance painter? I can't scan the texture it's not availabe.
Just installed Substance Painter, open it and most of the materials and the model I brought in are pinkFixed the issue with the material but the model is still pink even after placing a material on it(I also brough in a cube with zero materials on it and it also shows up pink). Is there a way to fix this?
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