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Hi, im pretty proficient in maya and alright at substance painter. But unity is completely new to me. I’ve built a 70’s computer with a glass screen and a blank tile behind the glass (for my monitor information - imagine the matrix screen just running green numbers across the screen) now I want the computer to be imported into unreal Unity and the monitor to emit light and this animation to run on the screen with a transparent glass over the top. I’ve used maya to build my low poly pc then my high poly pc and baked that into substance painter. I haven’t made any form of animation yet for the screen as I have no idea where to start. you see this kind of thing in games all the time and I’m totally lost. Is it straight forward or super complicated with many steps!? and is there any kind of tutorial out there than someone knows of that can help. im after high quality but still able to function properly in a game engine. thank you everyone for y
White screen and unresponsive substance painter when loading substance painter latest version 9 , what do I do? I've removed the main window modern state fix in the registry, which gets it to load. But it then repeats the same thing every time I load it up.... ?
I asked an agent in chat and they didn't know, nor did they know if there even would be a 2024 perpetual license. If there will be one, will it release January 1st? Sometime in January, or later?If anyone can shed some light on this, I'd greatly appreciate it! Cheers 🙂
I just bought the bundle yesterday. Exe wouldn't run for any of the related products (Md, Sa, Ds), saw online that restarting my PC could help, so new day, still won't run. I tried a few things for force opening exe files, still nothing. Link to process I followed below. https://windowsreport.com/exe-files-not-opening-windows-10/ I tested with other exe files and they function just fine. So clearly something is wrong on Adobe's side. I've had the adobe cc before and photoshop, after effects, and premiere pro all downloaded no problem. I need to solve the problem within the 14 day return window in case I need to get a refund. I don't want to pay for a product that won't function
Hi all, my problem is as described in the title. I could use the Rendering mode just fine 2 months prior, but now 2 seconds after entering it, my entire laptop shuts down abruptly, When reopened, the Substance file becomes corrupted with only the file name being saved and nothing else. I cannot figure out what the problem may be so here are a list of my setup & specs that might be helpful:1. I have a second Dell monitor HDMI port and a portable hard drive connected2. intel core i7 and Nvidia GeForce RTX 20803. up to date NVMe SAMSUNG MZVLB1T0 drive4. I don't hear any weird sounds coming from my laptop Asus Rog Zephyrus s17 gx701 Thank you for reading!
Hello! I have strange problem when exporting 8k textures from Substance.On normal you can see strange checker, can't to understand how to fix it (1).But, in viewport (4k) everything is okay, when exporting 4k textures (2,3) - everything is okay. Before this problem was on all textures - base color, ao and etc. Now only on normal. Baked this texture on 2070 and rtx 4080, nothing changed. Also baked png format and tga - nothing changed.1.2.3.
Hi, I'm trying to reinstall Substance Painter after it got deleted from having to wipe my computer. I initially downloaded the student-free version with my college license access. I cannot get this access again after it was uninstalled. How can I fix this? I really need it for my college work. Thanks
Hey wanted to chime in on something I noticed when texturing a particular model that required extra attention on placement. For context I am modeling the interior of the USCC Nostromo for an unreal 5.3 project. The problem I have is, I have to make the wall railings in the movie (C deck where brett and parker work) and the railings have these little holes in them. I am creating them with an opacity map, it came out really good and saved on polys. yeah I could of modeled them but I figured that even with nanite resources were better spent on somethign that has a better visual impact. My question would be, is there currently available (besides that cumbersome transform filter that uses offsets) a transform tool or can there be a more robust and user friendly transform tool for moving a paint layer such as the opacity maps I am making to make the holes in the wall rails. Even including some form of snapping for exact placement. I am getting through it, granted, but its a bit tedious to of
Hi,I need to create a pattern similar to "polka dots", but with randomized size and luminance. Is there anything that comes to mind? I'm trying to avoid many layers for easy maintenance...
I'm creating a sequin top and each sequin is a single plane with an alpha circle projected on it. I'm applying roughness + metallic properties to make the sequins reflective, but the reflections are very flat, single color only. They don't seem to be reflecting the details of the environment or the rest of the surrounding sequins at all which makes it look very fake. Is there a way to get realistic reflections on planes? I've installed the latest update and still not finding a solution! Thank you for your help!
Hi,I'm having trouble baking my model correctly for a normap map. Here are some screenshots for the settings.I have tried to export different forward settings as well. Model is also triangulated before export. In Substance painters new project setting, I have tried out both DirectX and OpenGL as well.While baking, all object are in exploded positions. The baking was fine until I re-import or create new project for the non-exploded models. Some parts are alright tho. Been trying to search for a tutorial to fix this error but doesn't seemed to fix the baking imperfection. Appreciate it if there is a tutorial or guidance for the setting that you can point me to. I might have followed the wrong steps somewhere in the tutorial. Thank you!
Hello everyone! I've recently purchased the Substance Painter via Steam, I needed 9.0.0 version, but it turned out to be 9.1.0. Is it possible to downgrade somehow or to change to the necessary version? Because now I still cannot open the necessary files.
The program itself shuts down when you import files such as OBJ and FBX after the 9.1 Steam version patch.For version 8 (beta) provided by Steam, we have confirmed that it works properly.I'd like you to provide me with the option to downgrade version 9.0.
Hello, I can't figure out how to fix this. My Painter template files always (for at least the last year) start out using a depreciated shader, "pbr-metal-rough (Outdated)". This shader is bugged and does not work properly, so I always have to manually switch to a different shader and then choose pbr-metal-rough again to force Painter to use the correct shader. I can't seem to get my templates to use the correct pbr-metal-rough shader by default, even if I save a template to use a different shader entirely it always starts out with the Outdated pbr shader. My shaders load slowly so each time I work in a project I have to remember the shader is bugged, wait several minutes for the shaders to load, and then pick another shader and back to the pbr shader to correct it. How can I force Painter to recognize the updated pbr-metal-rough shader? Should I reinstall entirely? Documentation seems to indicate these defaults are updated with each Painter update so I'm not sure if manually
Hey,I have constant crashes when i reimport the mesh, no errors, SP just hangs halfway thru, and then goes unresponsive. . Ive tried several drivers without luck, the scene im loading is a full plane exterior, its not too crazy on polys, renders perfectly well in blender and MSFS. I have tweaked the time out delays on the GPU to give it more time before windows kills the GPU, but that didnt help either. Im stuck, i dont know if its a GPU issue, CPU, RAM, no clue. Specs are pretty standard and should easily handle the scene (6950XT 16Gb, 32RAM, Ryzen 7 3800x, SSDs, about a billion Gigs of temp size allocated to SP only on an SSD...) Scene is about 6 materials and 113K vertices for the lot.Tried importing a version that leaves out 50 or so objects and their shared 2-3 materials, still crashes. Latest pro AMD driver, no good, latest game ready driver, no good eitherAttached is the log up until the crash, cant really find anything too useful in it Thanks for the help
G'day,I'm new to using Substance Painter - but I've been dropping decals as an alpha just fine so far.Today I've done exactly as I've done previously - but I don't have any Gizmo controls in the viewport.Currently I'm dropping decals onto the UV map which is a pretty painful process.Does anyone have any suggestions?
Please add a simple fall-off option in paint mode.The idea is that the user can take any alpha, texture, or brush and be able to fade out that alpha or texture from the outermost edges. So the borders of the alpha are not visible when we stamp it.Whenever I want to use an alpha, I have to do this manually in Photoshop for every alpha or texture in order to use it in substance painter.Like in Zbrush, we have an option called Focal shift. It feathers out the alpha so that the harsh border of the alpha is not visible.
Is baking a high poly onto a low poly viable when you have a mesh that is going to be seen from multiple angles? I don't think so, but I'm not sure.
Hi guys, I am new to substance painter. I need to create a jute bascket texture with displacement like the attched reference image . In substance painter I tried to make a seamless texture using tiling option but it was totally faded out. I don't know what's the correct workflow to achelve this. Additionally the bottom of the bag looks spiral pattern and the top edge looks ups and downs (weaving). How to achieve this result? Regards,Vasanth
Hi, I would like the functionality of creating folders in my library to help sort smart materials and textures.
Ideally it would be good to hide parts of a mesh to aid painting complex interior forms, I'm working on a mesh that is a scan of the Endless House - it's a complicated shape and trying to navigate around the thing is impossible, Is there a way to hide certain parts of a mesh - for instance the exterior walls so I can concentrate on painting. It's a single mesh with one texture and no Udims.
Hi im trying to get a layered effect with some shapes im painting with height, except the height always seems to blend with that thats already there 😞 . Is there a way i could get any height/normal information to be 'clamped' to the one im painting (if that makes sense?) thanks for any help you can give!
Hello, I got some models Ive been knocking out. I did some smaller versions they look fine. For some reason the large one in unreal is giving me some face issues like its not reading the height map on my buildings and causing them to look wrong. I have tried many varients of exporting the model different. Here on the left is a quads version. on the right its a Triangles version. The thing that is annying is it looks perfectly fine in substance painter. Anyone hit this issue before? Any assistance is greatly appreciated! If it helps seeing my normal maps are all facing out correct too. So it doesn't appear to be normal maps. (This is a versionw here I used N-Gone tool) I have a version where faces are all still quads. Same results.
Hi there so I was working on baking the high poly detail into my low poly. Now I got these issue and just like to know what are they and what causes them and if suggestion for what I could to fix them I appreciate it but I feel it best if i know what they are and cause them so I can learn any I encounter.I'm including pictures of the objects and the effect they have on the normal and ambient occulsion map. There are these detail that the arrow point to and not sure what they are and all. I like to know what issue they are and causes them plus how to fix them. Thank you.
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