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I have tried everything from the startup problems page on the support page and it still crashes. I've also browsed most of the messages on this forum and no help. I've tried both Substance Painter 2 (legacy) Windows version 2.6.2andSubstance Painter - Indie License Windows version 2019.2.3 I have attached several of the logs I could get from the AppData driectory and my DxDiag.I have crash dups if there is a way to get them to you.
Hi,I don't understand this behavior of Substance Painter.Image. 1 - architecture textured in Painter. Imported as fbx, about 10 objects, and 20 UDIMImage 2 - I am moving the objects, the tower on the right and the wall front. Reimport as fbx and the result is comletely badImage 3 - Test. I have imported only a few objects, and the texures on these objects are wrong. In all cases the UV does not change.Someone can explain this behavior of PAinter. Does it mean that after starting texturing I cannot change the mesh. Move, add element etc. Changes are part of the job.
Hi Everyone, I ran into an issue with Substance Painter.I am projecting a texture on my character model with Tri-planar however it still somehow reads the UV seams of my model and that results in, well... seams. Please see attached image.Is there a way to get get Tri-Planar to work as intended?*For instance, when using Tri-Planar in Redshift, it will ignore the original model's UVs and I wouldn't have this issue. Example Attached.Thank you!
In my current project some of the particle brushes are not working, like Leaks, Liquid Stream, Splat. Brushes like Laser Impact or Rain work fine.When I open the same geometry in a new project all brushes function as they should.I have tried to reload the geometry, baked all the mesh-maps again and even deleted all layers, but the problem persists. So now I am at the end of my wisdom - has anyone an idea how to solve this?many thanks! SP 8.2.0 (same Problem in Version 6.2.2)MacOS 12.6, M1 Max
I am trying to export textures to use in USD (Apple reality converter).I select the built in "USD PBR Metal Roughness" preset:In the documentation it states that this is supposed to:Five texture files are created and saved (base color, metallic, normal, occlusion and roughness)This would be perfect!However, in the "List of exports" tab I only get 2 or in some texture sets, 1 file:And sadly, when I export textures, this is exactly what I get. Any tips for getting all 5 textures (and the usdz) from SB would be awesome? Notes:- I'm not using UDIMs- I haven't overridden any settings in individual texture sets- Substance Painter 8.2.0 on win10
Hello, i switched from old computer to new computer. I cannot use my previous student license on my new computer. I am getting an error like this. How can i solve it?
I just purchased Substance 3D Painter 2022 on Steam and I have a few questions. I am confused about the expiration date of the free updates. Will I no longer be able to receive free updates at the end of 2022? Or after one year from the date of purchase?After free updates expire, will I still be able to run / use the software without limitation?What is the cost of updates after the free updates expire? Thank you!
Is it possible to use environment variables in a JS (QML) file? I have a path setup to point to a Python script and all is working. But, the head of the path is actually an environment vasriable available to a network shared area. How would I go about pointing to the env var? Current:var mapExport_script_path = "Z:\\main\\Tools\\Python\\ArtTools\\substance\\python\\mapExport.py" Desired:var mapExport_script_path = "%SHARED_REPO_PATH%\\substance\\python\\mapExport.py"
I found something which I think shouldn't happen.I try to create a color for the character underwear different from their skin (the style of the textures is flat colors), so I split those UV islands from the rest of the body, but for my surprise I found that despite of that still happen bleeding between them, I tried using masks, with polygon fill, and painting with brushes with the Alignment properties set in UV and immediately after paint, or click the bleeding returns.As you can see in the images even when I export the texture with dilation it seems bringing the colors from the other UV island. Is there a property or setting that I need to switch to avoid this? *I don't want to create different meshes for each color division, to avoid additional edges and vertex with their respective normal, mesh-smoothing misalignment and also avoid the hurdling with the skin weights.Thank you
When I create an anchor point for a layer where I cut into the mesh it treats the displacment as an extrusion when it isnt. So for the metal edge wear, the deepest part of the cavity is affected by the mask and not what would be the exposed edges, and for the dirt generator, its applying dirt to the outside of the recessed area and not the actual recessed area. It's treating it as extruded height instead of a recessed height. I've tried raising the height to see if the effects are reversed, and nothing changes. Its not flipping the height its just treating everything as raised.
Hello, I'm new to substance painter, so I'm not sure if this can be done. Basically, I have an outfit for my character inside of substance painter and I want to export the whole thing (mesh and textures) into unreal engine. To give some context, I have designed this outfit in Marvelous Designer, but when I import the outfit into unreal engine, the textures look very low resolution and plasticy. I can drop a substance material asset onto the outfit, and it looks great, but it applies the same material to the whole outfit and I want seperate cloth materials for each garment. There is probably some way to import the outfit into unreal engine as seperate meshes for each garment, but I have posted for help in the Unreal and Marvelous Designer forms and haven't found the solution yet. However, I can import the outfit into substance painter and assign seperate materials to each garment. My only problem now is, I can't find any explanation on how to g
Hello, first time posting here but I need help with baking Normal Maps from high to low poly in painter, I keep getting these weird triangulation lines in painter and also when I preview in blender, but here's the thing I've tried almost every triangulation fix I could find on the internet, triangulate before exporting from blender done that same result, untick/tick average normals done that same result, tweak the Max and Min Frontal distance done that same result, tick/untick compute tangent space per fragment in product configuration done that also the same result, and the normal map is actually working the details are being transferred(mostly bevel info in my case) it's just these weird lines that arethe problems, ran out of options and I need help, thanks. These are the Images.Thanks.white is substance painter and black is blender.
hello everyoneI want to render an object for my portfolioI see a lot of people changing the viewport to normal / height / AO to generate pictures like this (soldier on the right)the problem now is that I dont understand how im able to render the viewportI know that I can swap my viewport channel to AO / normal ... but whenever I try to render it it always renders the material not the mapany ideas?
Hi there, I am trying to bake my high poly model details into my low poly model but I am facing a problem where its not properly baking my details into my low poly model as you can see near the wheels. Can someone help meout here
Howdy all!!I was recently granted access to Substance 3D Painter on my workstation at my job. However, when I start up the program it closes immediately after the first splash screen. It closes without an error or message at all. I am scratching my head trying to figure out the issue to no avail. Any help will be much appreciated.
It is a bit hard to explain but here goes, A table asset has 2 uv sets, one will be using a tilable texture, and the 2nd will use a unique 0-1 layout for overlay for variation. Is there a way to use a tilable texture on 1st uv set and texture on the 2nd unique map on overlay mode?
I have this problem whenever I export my textures I can't see my entire output map names, which is getting very annoying since I usually only need the base color and height. I see the names fine on the List of Exports, but then I'd have to go back and forth to see whether I've unchecked the right boxes. I couldn't find anyone else haviong this problem, and I would really appreciate getting some help with this issue.
I have been recently trying to bake a height map in substance painter but have been getting unexpected results. It appears to be capturing the sculpted details but also adds additional details that appear to match the wireframe of the lowpoly.
It keeps crashing when uploading an fbx, It just closes 😕😕 any fixes?
I have already baked mesh maps, such as normal, AO, etc. and imported them to the shelf.I hooked the imported maps into the fitting spot in the Texture Set Settings.However, my maps all show up with a big number (1) printed on top of them in the shelf and the maps are not showing up in the 3D, nor 2D view.There is an error message: Failed to decode bitmap.My file format is png. What can be wrong with it?
I'm new to Substance Painter and can't figure out why I'm unable to use the brush/fill tool. It doesn't work in either the 2D view or the 3D view though the material, when applied to everything, does work.
Baking in SubstancePainter causes strange shadows.I do not see any strange shadows in Maya.Unlocking the normals and increasing the polygon count did not fix it.Increasing the polygon count only made the strange shadows more detailed.The low polygon and high polygon models are the same.Please let me know how to solve this problem.I am using a translator, so my English may be strange, but thank you for reading.
Probably an obvious way to fix this but I couldn't figure it out but I have a layer of wood which has wood grain normal maps how can I erase them so that the place that I have a rivet doesn't have wood grain going through it?
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