Connect, learn, and get help texturing your 3D assets.
Recently active
I've imported an fbx object with 4 layers, 2 of which are designed for textures with alpha layers. My issue is that that while the 2 first model layers (one layer with a corresponding layer for alpha) works perfectly fine, the two last layers does not allow me to paint directly on the model. Turning the brush size to "huge", it will sometimes paint on the model depending on the angle when brush wildly over the model, but the paint will not correspond to a natural place on the model. Using the 2d view instead gives another issue. The texture fill layers seems to be shifted to the right, meaning I can't paint on the texture (with masks), instead I have to paint over the grey cover which shows no texture. I've attached how my 2d view of the textures look for the layers
Hello, I am setting up a professional work directory. I have 3 Libraries linked to Painter to read from. Two of which are the standard directories that ship with Painter:"Your Assets" - "C:\Users\username\Documents\Adobe\Adobe Substance 3D Painter\assets""Starter Assets" - "C:\Program Files\Adobe\Adobe Substance 3D Painter\resources\starter_assets""Our Library" - "Z:\"project"\Prod\SourceArt\substance_library"(Our Library is set to load by default) I am trying to omit certain resources from within "Our Library" following the "Excluding Resources in a Resource Path" from the Adobe documentation. I have placed the file in the root of "Our Library" (Z:\"project"\Prod\SourceArt\substance_library\.ignore_assets_pt.txt).There is a list of files that suffix with "_512x512.png" that I would like to omit from being seen in Painter.They live here: "Z:\"project"\Prod\SourceArt\substance_library\procedurals\static" I have only one line in the ".ignore_assets_pt.txt" file that
I want to be able to generate a height map using the highpoly version of my mesh. Baking the position map seems like that would be the best way to do it, but it only encodes the position of points on the low-poly mesh, and there aren't any options to grab it from high poly. I've attached 2 pictures below to help explain this, basically I want to create a texture for the second model that reflects the relative height of each point in the first model. Is this possible somehow?
Hi,is there some possibility of drawing very long lines fro example road lanes.I must zoom in the view to start the line exactly but then I cannot continue the whole mesh.I would need to have some ability of dynamic zooming while drawing long straight lines like in 2D editors.Thanks for any advices.
Hi there i recently retopologized a Character in Blender using Retopoflow but when i put it into blender and when i try to bake the high res mesh it comes out with squares all over the body. any advise or help would be greatly appriecated. Thank you
I have the following problem.Substance reads my alphas backwards.These alphas were previously used in the same version of substance but Windows10.I recently changed my PC and I had to install windows 11.Everything works perfect but my alphas are read backwards.
I have a custom profile for texture exports like export location and export presets. I also use the same, custom, settings for baking the texture sets. Is there a way to make these default? Working on hundreds of assets, would be nice to skip this step each time. Thanks!
Hello. I've modelled my low poly in maya and used zbrush to make high poly. After I finished my job in zbrush I've imported my OBJ file to maya and named all of my low poly and high poly correctly. After that tried to bake them in substance no matter what I do bake is failed. Then I go back to zbrush named all of my subtools correctly then export it as FBX after that when I try to bake them with by mesh name I'm still getting bake problem with my normal map and id map. Sorry for grammar mistakes tried my best hope you guys understand my problem and help me. Thank you in advance. low poly has only 1 material also its a FBX high poly has different colors on each mesh its a FBXI have done fix mesh in zbrushMy substance version is : Steam Edition.
Hello, i can figure out how to make my opacity work in substance paitner, my shader is on pbr alpha blending, i have added the opacity channel and applied the opacity map i made in maya but my fur/hair still have the white part am i doing something wrong?
hi,i was workin on this frog and wanted to activate symmetry mode for painting. But when i click the symmetry icon, the center is on the arms and when i try to open the symettry settings, it won't let me click, how can i fix this problem?thank you
Hi I wanted to try out the stitch dynamic brushes in substance but they don't seem to be working as anticipated. All setting are default. Image attached. Even when I turn on follow stroke the results are not good. It's almost like it's stamping over and over. Am I using this correctly? I figured the default setting should just work. Thanks.
Hello,I sometimes paint near seams,but I can't paint the pixels that are located near seams. how do I fix it?
I've been trying to match the color of a model to its reference for a long time, but can't do it in Substance, how can I solve this problem?
Hello, I have a problem with the substance painter software.It creates all the meshmaps but when I select them it gives this error and doesn't display them on the screen.
Hi, I've seen some acoustic foam assets available but I'm totally feeling them. Specifically I'm wanting to add the glitter effect (you can see it in the acoustic foam here) into the material and I can't really make it out from the assets. Ideally I'd like to build the material from scratch anyway. Any tips for adding a subtle glitter effect in? Here's a pic of what I'm after. Thank you.
I am trying to put individual Colors into the Fractures I created with the Fracture Brush.I want it to kind of look like the second picture below.
I have a problem with my normal maps. Each time i export my textures i end up with a "pink" normal map.It doesn't work on 3dsmax (or i don't know how to use it)I tried with other props i had but i get the same results..I tried with an older version of Substance Painter but i still have this problem..What can i do ? If someone can help me.Thank you.PS: I joined my log if this can help.
Hey, Will Substance Painter 2023 be available on Steam? Or is 2022 the last version of Substance Painter available on Steam after September 30, 2022? Thanks
I installed Substance Painter 3D on 2 pc and I have the same error: 205, contact Adobe. What can I do? (I tried to start in admin mode) Thank you for your help!
Hello world!Most of you that have been around for a couple of years or more know that the Mat FX generators where (and in some cases still are!) one of the better generators of the software. Did support for these generators stopped ? It would be lovely to get some more information on this as these generators represent one of Substance Painter's greatest strengths: procedural texturing. How great these generators were how limited they currently are due to a lack of tri-planar options. Are some of the artists who created these generators still working on Substance ? Cheers,
Hi everyone, I'm really desperate for help here, to put it briefly when I export my textures they are black/empty. I have tried different texture presets, padding options, adding opacity channels etc. No dice. I have no errors in my log, and I have tried searching for this problem through the forums where the answer usually lies in the padding. As previously stated, this doesn't work for me. A possibly related issue is that after reimporting the mesh after fixing some geo, the colour preview in the layers are all grey. It's very strange and I have never expierenced it before. Any suggestions are appreciated.
Hi everyone, I have heard that, in VFX, textures are used mostly as 16bit EXRs. I have done some research and understand why this is the case, and this information is very useful to me, especially since I am transitioning to an ACEScg workflow in Substance Painter. My questions are: This question is mostly out of curiosity. Substance Painter only exports 32-bit EXRs. I understand that some people convert the exported maps into 16-bit EXRs separately – is this a common thing to do for those working with Substance Painter? Are all PBR maps supposed to be 16-bit EXRs? BaseColor/Diffuse (and all other color maps) make sense to have a higher bit-depth, since I am working in ACEScg and I want to export these maps in ACEScg color space. For Height and Normal maps, I noticed the higher difference in quality when rendering using EXR bitmaps, instead of 16-bit pngs, so that convinced me. What about the rest of the maps? Thank you.
Been having trouble with a mesh I'm working on and can't get my head around it and seem to have hard edges over parts of my mesh Files https://drive.google.com/drive/folders/1KgzabOpY5Jyw1-_TQrRsD_5-vWkWL4C8?usp=sharing
Hello,I'll would like to know what's asm metal rough by default in shader setting?What's difference from PBR Metal rough?Thanks by advance for the explanation.Best regard.
Hey guys, before the introduction of the color management tool in Substance Painter, there was a workflow covered by the youtuber William Faucher (https://www.youtube.com/watch?v=Yu8wR4df0IE&t=359s) that applied a LUT on painter's viewport in order to make it match the colors displayed on Painter with those displayed at Unreal Engine.I was wondering, since we've got this color management tool for a while now, is there a better way to achieve this result and have my textures in painter match those in Unreal? Should I keep using the "legacy" color management in combination with that old LUT workflow, or is there a better way to sync both apps?Thanks!
Remix with Firefly Community Gallery
Thousands of free creations to fall in love with and remix in Firefly.
Already have an account? Login
No account yet? Create an account
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.