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Hi, I don't know how to fix this.When this is without NormalMap, and without HEIGHT, this problem doesn't exist and it looks nicely embedded and you don't see the join.But when I assign the NormalMap and HEIGHT to it, I get this error on its Edges.How do I fix this? Please.Regard
When I import my .obj created in Agisoft Metashape with UDMI layout, everything works fine until I save a version with more than 9 texture files. The .1010 file, as it appears in the texture set list, has no associated tiles or map position, so projects wrongly onto the model. The remaining files project correctly, and the model displays fine in other apps so it's not a model issue. Also,, if I export with 9 or fewer files the problem doesn't occur. But I need more texture files to get the resolution I need. What's going on? And is there any way to allocate it manually to position 1010?
I'm trying to make a mid-to-small size hangar, 30 m lenght, 8 m height, and 60 m width. I tried with modular pieces but textures doesn't match, i tried the hole building in separed walls with similar UVs (the hangar is done with 3ds max), i tried to do the UVs of all the buidling at once, but once i put it some textures in substance painter, the texture looks really poor Quality.So, what would be the best way to paint that kind of hangar in Substance Painter? (the image bellow is just a test to show you the size of the hangar)
I'll have to do more hand painted texturing for an upcoming project and to properly blend colors by hand I am very reliant on the color picker to pick color from the base color channel.I know I have the pick stroke material and the color picker sample tool while the pick stroke material works out of the box and is okay for the way I paint it is still slowish for picking up the color. I can't just paint strokes and in between the strokes quickly pick an underlying color to blend. The color picker sampel tool works definitely a lot quicker but my gripe with it is that I'll have to click on the base color color swatch to get the pop up with the color wheel etc. and leave it open for the "Color Picker sample tool" hotkey to work. If I close the pop up the hotkey does nothing. Which is pretty anoying since I like to work with almost all of the UI hidden via pressing tab.I can press tab when the pop up is open but it'll close the pop up and disable the shortcut.So my question is there any wo
Hi, I'm new to Adobe 3D Substance Painter, and I ran into a problem while exporting maps to PNG files. I started a project by baking textures (normal, curvature, and height) from high poly mesh to low poly mesh. The baking seemed to be ok. However, when I exported the maps, only the normal map was ok, and the other ones were completely blank. Could someone help me fix this issue? I tried to reinstall the program but it didn't help. See screenshots below for the work flow: Here are the properties before exporting: The end result:Here's the log file:Thanks, Teemu R
Hello! I'm new to painter and baking in general. I just fixed two ao maps and imported them back in. The problem is the second one(shaft_ao_fixed.png) not updating on the viewport like the first one(dragon_ao_fixed.png), and instead just shows white as shown: the maps:Thanks in advance!
I'm newer to substance painter, this is not a problem with the substance painter software, but a question to know if anyone knows a workaround to make this work. I recently bought a model to paint on so I can upload it to VRChat. The creator included substance files to work on the model, their UV Map is one-sided so everything you do will be mirrored it has half the body in the UV half the face, 1 hand, 1 foot, and 1 eye, etc... This makes substance mirror everything you do, does anyone know of any way possible that I can paint on the other side of the model WITHOUT mirroring, for example, if I added a design or tattoo, I only want it on one side, not both. I have included with the model if it helps Unity project files, Blender files, substance files and PSD texture files. everything seems to be made mirrored in all files that I've looked at. I have attached a default UV included with it so you can get an idea of what I'm looking at.
The problem occurred when I introduced a high-definition mesh from Zbrush and baked the textures.Stair-like breaks now occur.It often occurs in thin board-like models.It didn't happen on the other parts.How can I get rid of it? substancepainter ver8.1.3windows10
Hello, I was unsure of how to phrase the title, but my main problem is that I can't find an explanation on how to use sbsar files from the Substance 3D assets library to create compositions. I'm trying to use this file https://substance3d.adobe.com/assets/allassets/1f14fd1ea80ff59e89598390364904dddd8d5c00?q=flowered%20flowering%20flowers%20flower&u=flower in order to create a flower composition. But so far I've only been able to use it in Substance painter by adding an opacity mask, but I can't even export that opacity map (it's the only one I can't export, and I'm on pbr metal rough with alpha blending) to use in Maya, and even then I don't really know how to arrange the flowers how I want since it's a texture and not an actual model. Not sure if it's clear, I'll add a screenshot of what I've done so far in SP. Thanks a lot in advance!
I started my trial period but I get an error and cannot run the program. Anyone know why?
Is it possible to get a USDZ exported from Substance Painter? I tried exporting to Stager, and then from Stager to Aero, but stager says it's sending to Aero and yet Aero never launches. So I have to open Aero from the cloud interface and of course any materials or textures applied in Painter are not in the part I open in Aero and I can't find the materiasl in Aero... ALL OF THIS SEEMS LIKE A HORRIBLE EXPIENCE just to export a USDZ, which should be an option from substance painter!?
Weiss jemand, was ws mit dem Referencecode 205 beim Substance 3D Painter auf sich hat?
I'm not really sure why these are here, I changed the topology of my life low poly mesh and baked again with my high poly but still can just see these marks. Would appreciate some advice
Hi. I have exported a mesh from Blender. In Blender, I set the cursor to world origin (0,0,0), then set the mesh origin to that cursor location. I'm looking for a way in Painter to project images to the side of the mesh at precisely the same location (relative to the meshes origin) on different projects with meshes that are roughly the same, but slightly different in size. Is it possible to drag an image onto the mesh, and set the image's projection position to a location relative to the imported mesh's origin (which in this case is 0,0,0)?
I would like to download some odler versions of Substance Painter for Linux (before SP got attained by Adobe). But I can't find any link to the archive of older versions in page https://store.substance3d.com/user/So, is there any url with older versions? Thanks.
Hi guys,For context: I am working in ACEScg color space in SP and want to export ACEScg color maps, but I have to make sure the input maps have the correct color space (sRGB for color data). OCIO is set up in the Windows Environment Variables, and this is how the Color Management configuration looks like when I open a new SP project.All good so far. The problem is that the drop-down menus below are now greyed out, so can't choose Utility-sRGB-Texture for Bitmap input color space. Any idea why this is?If I disable the OCIO from Environment Variables and choose OCIO manually, these menus are available. However I prefer to keep using Environ. Variables. I remember this used to work before.Thank you.
I've tried to click the buttons that says Cancel, Remove and Keep but it keeps appearing out of nowhere. Is there a way to disable the popup from appearing?
I crated an account to get substance painter on trial, but when I sign in it tells me the trial is expired. I have signed in and out, also I have fully updated substance.
I recently installed substance painter, followed some tutorials online step by step on Adobe Substance 3D...... unfortunately I cannot paint on my 3D model nor can I use a fill layer or add a material to my object. Could it be because my system doesn't have the requirements to run substance painter?
I'm using planar projection to place a texture on my model. This is working. The problem is applying material properties to the projected image -- how do I change the rough/metal look of the texture but LIMIT the application of the material (like rough, metal) to just the parts of the projection that are NOT transparent.My texture has a transparent background. I ahve confirmed this. So for this post, magine the texture to be composed of a check mark pattern.. In this case the projection "box" will be defined by the 4 sides of the chack mark's boarders. So as you can imagine, there is the checkmark "paint" itself, but also transparent background that then fully defines the projection's boarders. When I project this onto the nodel, it works just fine when the projection fill layer is the same material properties as the background... then all I see is the check mark of the projected texture (see pic 1 of an example of a perfect projected paint on background) But HERES THE PROBL
Hi there, Currently I am using a student version of Substance but in a year I will graduate and therefore will have to pay for the program. Alas, it is way too expensive for me at this point and I would want to get the Steam version. But as I've read everywhere, you only have the 2022 versions and future updates will have the be purchased from... somewhere?1) Is it a good call to get the Steam version?2) Where would you get the updates from and install it on steam?I'd love to hear what you all think! 😄
I'm doing a project where the requirement is to have a specular map of my texture. However, no matter how many times I try to export the PBR Specular and Glossy output, the final result is, all the maps are there except for Specular and Glossy. Please let me know how I can export a Specular map from Substance Painter.
Hey guys,So quick explaining the WHY, I need to put identification letters on models daily in my workflow.So far I usually create an alpha with the lettering and typography in Photoshop and then export it.I wanted to know if anyone knows of a more optimized way to already have a smartmaterial with all the alphas I would use it(all alphabets and numbers in Arial for example) or if there is a way to create a plugin that stocks as many alphas as I want with a few clicks.
When using OCIO management, is it possible to hide the display name in the Viewport's dropdown menu? Our workflow involves passing to Painter a single display with multiple views; currently the dropdown looks like:displayName - some_view displayName - some_other_view displayName - ..._view displayName - ..._viewwhere the last two entries are getting truncated because the combo of displayName, viewName is too many characters. Since the view name is the important piece of data, I would love to mask the display name. This is in 7.4.x if that matters.
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