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Good Morning/Afternoon/Night.I am actually searching for some solutions of why my thumbnail scuare only works on the Substance painter open sample but not on personal work. Image 1:The thumbnail is a Sphere, the all day i saw i need to disable the "Simplified thumbnail" like you can see it's of and don't do the scuare thumbnail.Image 2:When i go to File > open Sample > and chose one of the 4 Substance painter projet. It works the thumbnail is scuare. [Image 3] The funy thing is when i do Edit > Project Configuration and change the Obj for the cube i take for example. It works the Thumbnail stay square!.Image 4: Actually i am using this settings for my projects and the image 4 is when i use the fill layer, still having the sphere thumbnail. I know the udims could maybe be the problem, but I test it on a cube whit only 1 udim and 1 matérial, and with an other object with 3 Udims 1 matérial and i can't solve this mystery. Thanx for your time and i
After texturing a character in Painter, model changes needed to be made. TEXTURETexturing was done using fill layers, adding a black mask, then hand painting white areas of the mask. MODELModel changes include ... scaled up overall, thicker arms and legs, longer arms. The model changed but UVs were NOT changed. The UVs are identical to the original model. NEW MODEL IMPORTI used Edit > Project Configuration to bring in the new model (replacing the old model). When I do so the texture is completely messed up. I thought with identical UVs the new model would come in without any problems. What am I misunderstanding here?
In production we consntantly have to revise our characters and meshes based on feedback from art directors, management and legal.Every time we have to make a mesh change it breaks all our hand painted masks. Even if we dont change the position of the mesh and just add an extra small piece of geometry like a pouch or button to the mesh. It often breaks masks in texture sets on parts of the mesh that were in no way changed at all. Sometimes importing in exactly the same mesh breaks the masks.We often have to recreate all the masks again when we update our mesh, wasting a massive amount of time, or we need to export out all our textures and make a new painter file with flattened textures, breaking the whole "non destructive workflow".Being able to iterate on both the mesh and the textures is an important part of a production pipeline.How can we do this in Substance Painter?
Whenever I try to open any substance app i'm met with this message You don't have permission to access "http://commerce-stg.adobe.com/store/segmentation?" on this server.Reference #18.14c5f7bd.1698288605.18c1d1ae i have tried to renew my student licence but an error appears telling me that my code has already been redeemed (it has, i've been using substance with no problem until now). I recently got an email from Adoe informing me of some payment issues but i had paid no mind since the only licence i have is the student one for Substance, therefore it shouldn't be a prolem. I don't understan what's causing the issue. Any help would be greatly apreciated.
Every time when I start a new project, on selecting the mesh window Painter crashes.Painter Version 9.0.1
After watching numurois video tutorials, i still seem to be getting the same outcome. When adding the opacity map, i seem to get this weird grey showing up where it should be fully translucent. Textures were done in Marvelous Designer and imported over.
Hi, I was trying out the new path tool yesterday and it was working fine (each vertex was individually editable), except that sometimes clicking on the pen icon wouldn't allow the path tool context menu to appear. If I restart Substance painter, the pen will work for a while before it stops (switching between paint brush, polygon tool and back seems to trigger the issue). I decided to look for updates and updated Substance painter to the latest build. Now, the vertices all change along the path and not just the ones I've selected. Still having the issue with the pen context menu not being accessable as well. Not sure what the issue is, but I also didn't see another topic open on it. Thanks,
Hi!I made texture in Substance Painter, but when I imported it to Maya the height stretched horizontally. How can I fix it?Look the print screens bellow:1) Perfect in Substance Painter 2) Imported to Arnold Maya 3) Adjustments in Arnold (Subdivision & Displacement Attributes) 4) The problem of stretched height continue
Hi, I am trying to make export presets to work with our pipeline. One of the things I would like to put in the name is the texture size. I have tried ($size) and a few other variations but nothing seems to work. There is no documentation of the valid export flags. Can anyone shed any light here?
Greetings. I noticed two problems with Painter (v9/9.0.1) and wanted to report them.When I use Irai despite having GPU render selected, it occasionally uses CPU instead. It seems to fix itself momentarily sometimes by saving the project or restarting the program.Second thing, when I isolate a texture set with the alt and click shortcut, when I reactivate all the sets, with the alt plus click shortcut, the program crashes.I attach the log of the latter.Bye
Hi there!Something going wrong with Aces workflow in Redshift. For some reason the colors are not matching. I followed the instruction showed on the YT channel for Maya and tried to replicate it in C4D. Also is quite weird having the shaders blown out on SP, Aces tonemapping should take care of it.Please take a look at the screenshot. Any advice about that?Cheers!
Seem to be having a problem getting the path tool to work accurately with text. Problem is shown in the attached screenshot. You will notice the text is not curving slightly along the path, it is coming in as straight. It is worse if the curve happens to be a tighter radius. Overall the text would follow the path but would not actually curve [ it would come in as straight but lie on the path. ] The text should actually curve to match the path but simply does not. Any way round this ?
Hi Guys, I want to texture a model that has a glass panel with a display underneath. I know I can use vertex paint, but I'm unable to select the color because the display glass is above the display. I can manage it when I import my model with different texture sets. However, I want the display glass and the other parts on one texture set. Is there a way?Greetings
I noticed today that Painter uses a lot more disk space than it used to. Usually it's around 50 %, but now it's 70% even when it's opened on an empty project. I updated to the newest version and no change. I cleaned up temp files, too. Why is it using so much when there's nothing even loaded yet?
Hello, my mesh maps changes after export and I don't understand where the problem comes from (attached how the world space normal looks in substance vs the exported file).I've tried with/without dilatation, different sizes and preset, to no avail.Is there a solution ?
Every time im switching to 4K textures in a viemport my card start acting weird. I mean lags, statters, sometimes GPU crash, but with another options (2k, 1k, 512 and other) there is no problem at all. + In a 4K mode i cant paint properly, its all lags as hell. I have the latest adrenalin and drivers for both CPU and GPU (31.0.14037.1007)
I'm not able to rebeam my code for the Student version because my E-mail has not arrived... how can I get my redemption code? pls help
I'm making my first modular character, who is currently nude and made up of 5 objects (Head, Torso, Hands, Legs, and Feet) and all share the same material. When importing the low-poly mesh into substance the head was a different shade to the rest of the body, this was also the case in Maya but after some research I found the issue to be related to the vertex normals. After averaging the normals this resolved the shader issue in Maya and in substance, at least for the low poly. I then baked the details onto the low-poly model and noticed the shader issue has appeared again, but only after baking and again only on the head.I'm really not sure what the issue is here, I'm hazzarding a guess it has something to do with the normal of the high-poly but I'm not sure the best way to go about resolving this.Any help and advise would be much appreciated.
Hi all, hope you are having a great day! So it seems to happen alot. I go to add a decal using my saved alpha as a stencil. I input the alpha into the stencil slot, then try to choose a hard brush from my favourites to paint it in with. But the alpha wont change to the hard brush. It reamains as the stencil, so im brushing the stencil with an alpha of the stencil. Is it a bug? is there a setting that I need to change? I always check that I have the paint tool selected. Any help would be very much appreciated Thanks Alex
I exported the texture maps from SP and assigned them to Blender and Sketchfab. I realized there was an unexpected black spot stretching out. I unplugged the maps individually to find which maps caused the problem, and it turned out to be the AO map.The weird thing is that the black spot disappeared when I assigned all texture maps back in a new SP file with the same low-poly mesh and the same UV. Mainly, I cannot detect any error on the AO map visually.
Hi)I want to bake a high poly model onto a plane - PS-1I hardly change the default settings - PS-2Everything starts well - PS-3But the result is terrible! - PS-4Please tell me what is my mistake? What am I doing wrong?
Hi All I tried importing an obj and for some reason the object will not appear in 3D Substance Painter. I exported the obj from CLO3D. I have tried importing the obj into Substance Painter by dragging the file into the 3d window and also by using the File import method. Neither method works and I've tried several times. I have gotten several error messages in the logs: What does "[Scene 3D] OBJ: No object detected to attach a new mesh instance." mean?And what does "[Resources List Model: Icons memory budget set to 100MB" mean? When I look into my settings it says +500MB. I appreciate any help anyone can provide.
as the title suggests, for some time I have been facing a problem where my substance painter keeps crashing every few minutes, sometimes it will crash as soon as i open it again. Opening task manager after substance painter goes "not respodning", it shoes 0% CPU and GPU usage with RAM being used same as before crash. Is there any solution to this? any help will be appriciated 😞
(This is for substance painter) I don't know what to do 😞 Any ideas?
Sorry for the long incoming post but I'm losing my rag with this one... So, on Windows 11, Substance Painter throws me the 205 error box when launching and despite having multiple 2 hour+ screen shares with Adobe's support team, the only solution they have for me is to create a new user profile on Windows and use that instead. Using a new profile is not a viable solution for me (I can go into more detail on this if required) but I'm basically wanting to rule this out as an option. The annoying thing is that I have two other applications on CC (Substance Sampler and Substance Designer) which both work fine, it is only Painter that is having the issue. My administrator account (separate from the one having the issue) can launch Substance Painter just fine, but it's a really inefficient workflow for me to have to switch over to that account whenever I need to texture something. As I mentioned I've been on over 4 hours of screen share calls with Adobe where they h
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