Connect, learn, and get help texturing your 3D assets.
Recently active
There are 10 meshes that show up unexpectedly as errors under 'matching by name'. I double-checked my mesh in Blender and could find those 10 meshes. I only have 7 meshes for the highpoly group and 7 meshes for the lowpoly group. How should I fix it?
After I imported sp from blender and made bake mesh maps, the effect of paste material ball was reversed, such as brick on brick, soil on stone, I tried various methods but couldn't solve it. Strangely enough, I had no problem using the original cube in blender, but once I made the backlog myself and then imported the sp effect after the smart uv
i been using substance for quite awhile now and i have been getting more and more crash and critical error, from time to time, just now, 30 minutes ago i just got a critical error, again, not only do substance crash, but it also froze my laptop, my discords and my task bar is just mess up: i got a weird purple box on the left on my screen after reopen substances, not long after is crash again when i tried to export the texture filehappen after the 2nd crash ^ here is my laptop rig: Lenovo legion 5NVIDIA GeForce RTX 3060 Laptop GPUAMD Ryzen 5 5600H with Radeon Graphics32G of ram.win11, OS build: 22621.2428 my substance version: 9.0.1 i have updated my Nvidia diver to 537.58, and my AMD as well yesterday, the critical error happened more then 5 time over the span of 3-4 months, i gotten 3-4 substance file corrupt, is just gone, only my texure map are still there
to preface I have:AMD Ryzen 9 5900HXAMD Radeon RX 6800M GDDR6 unfortunately, every time I attempt any action in Substance Painter, even something as simple as a fill layer, the program freezes and I get this pop-up. I've tried increasing the cash budget to 2000 MB to no effect and I can't seem to find any solution online. any advice is appreciated.
Hi.When trying to color an FBX model exported with Blender,there are some parts that cannot be colored.All materials are combined into one,and the surface orientation of the model itself is correct.Please let me know the possible causes and solutions.
I have found that, with a particular set of geo, substance painter is altering the shape of the geometry.Unfortunately, I can't share screenshots (NDA), but I will describe the issue.I am working on a mesh comprised of several different pieces. A number of which crash into each other. When visibly comparing my original geo in maya to what gets imported into substance I can visibly see that the positions of various pieces have changed and when I look at the ambient occlusion map that is generated by substance when imported to mari I see that there is more shifting around of geo than is obvious by a naked-eye inspection of the geo itself, as the ambient occlusion does not match the actual geo crash points many places even though it looks correct in substance painter.Troubleshooting steps I've tried:- I have generated and exported my ambient occlusion maps multiple times for checking in mari- I have checked many times over to be sure of which geometry I am using in substance.- I've export
I've seen questions for this go back to 2016, but I still can't find a way to move a paint layer (with a line drawing on it) to another place on my model. Any tips? Is a move feature still not implemented?
I've searched all over for any answers to the issue I'm having with no luck. I created a low-poly mesh in Maya, UV mapped the mesh over 3 separate tiles, then sculpted it in Mudbox to extract the normal maps. I want to work on it in Substance Painter, but the normal maps only show up on UV tile 1001. Each part of the model has a different material, so thats not the issue. I don't think the exporting from Mudbox is the issue either, since they show up fine on the 1001 tile. This is the normal map placed on the correct UVs in 1002. It is not visible in the viewport.This is the normal map placed on the incorrect 1001 tile. It is visible in the viewport no matter what map I plug in.I'm posting here because I'm lead to believe that it is an issue within Substance Painter. If it isn't, at least I could narrow it down and keep researching. Any help?
I'm using SP 9.0 and trying to generate the height map from the diffuse map. I created the anchor point for the diffuse layer but cant link to the fill layer for height map. All the layers are setting up correctly but cant open the anchor point tab for selection.
Hello, does anyone else have this problem? I'm not sure if this is a setting I need to disable or what, I really need help on this.Video
I was painting the normal and tried to fix some baking errors on my mesh in SP. I tried this method before, and it works pretty well. Then, I noticed that whenever I paint over the mesh, some weird stains appear on the surface, or I call them specks of dirt. How should I fix it?
Hi, I'm working on a school project for which we've been provided a high and low poly mesh (maya file) and are supposed to bake the high onto the low poly using substance painter. I applied hard and soft edges and while some bake just fine, a bunch of cylindrical shapes completely ignore the soft edges and bake hard edges instead. Below the mesh with only a baked normal map in substance painter and the same mesh in maya. I have tried several things, but to no avail. Baking this mesh without projecting the high poly onto it doesn't cause any issues, only when baking the high poly does this arrise. I have tried baking with both the regular mesh and a triangulated version, both with the same result. I have also tried using .Obj instead of .FBX but once again with no results.
Does this link still work? (https://substance3d.adobe.com/education/) It says there is a service outage and I dont know if that means the website is not running anymore or not. If it is just an outage, how long will it be for me to be able to use that webpage again?
Hi so exporting more with baking and I trying to use the match by mesh name but I get this error that get me confuse. Now it says ot have the mesh name be _low and high and I did that but I get this error message that says the 2 meshes have not match so I'm a bit confuse. Here this is what I'm getting. What is causing that even though I gave them the sufice that match.
Hi! Since I couldn't find an answer anywhere, I thought I would ask it here. I've seen it on multiple 3D models but can't make it work in Substance Painter. Is there a way to bake a clipping edge like this? :In Maya: In Substance Painter: As you can see, the normal is not correct. It should look like this:
alot of times I want to take the same material with all layers from a SP file to another.to currently do this which takes time is I create a smart material of the selected layers, save it to my library. then put in the other file.instead i want to be able to copy/paste any sort of layer across multiple running instances of SP. will help save time drastically
Hi. I have the Steam version of Substance painter 2021 and the curvature map is baking incorrectly. It was also doing this with the standalone version.
there a dark line that apears when i paint on this stop any fixes
Do .sbsar and .spsm files ever reference external files like texture images and what not or is all the data embedded and self contained within the .sbsar and .spsm files that they need to function correctly? Thanks!
I’ve opened an old painter project (I have a slightly optimized model I want to substitute but keep all materials from the original project). I’m am trying to locate the materials I used. One is not currently in my local assets library in Painter but does exist as licensed from my online Adobe library. The other material used was a mixture of what my layer calls “Concrete Simple” and “Plastic Glossy Pure” – neither of which I can find from the assets database. There is also an alpha maske named “fabric_circle_half_overlap” that I can not find either. When I check Resources Updater it shows me those materials live in the “Shelf”. But when I open the Assets window I don’t see Shelf as an option. It only shows me “all Libraries,” “Project,” “Starter assets,” and “Your assets.” How can I carry these assets over to my new model – which has two previously separate meshes combined and all new UV’s?
How To Copy & Paste specific Parameters from procedural nodes?For example, if I use a specific type of Voroni, and I am going to change the parameters to my needs.Then, I would like to copy and paste the exact same procedural nodes, with the exact same parameter settings for example into the Base Color Information, or the Metallic, or the Height node.How can you copy & paste the procedural node?Thx a bunch for any ideas,appreciate it!
https://www.youtube.com/playlist?list=PLcmXp7rHguWPgHd4jDwROoW07rlv6XJcdPlease subscribe my channel:https://www.youtube.com/@ReinsDigitalAcademy
Why isnt save and compact the default save feature within substance painter?!Is there any reason why someone wouldnt their file to be much smaller? It doesnt seem to be much slower when you chose the compacting option. At least it would be nice to make it an option in the preferences
Hi quite often I'll end up wanting to move a mesh around in a substance scene or combine multiple props together in one file AFTER ive textured them, and invariably ill find that some of the layers get messed up because their masks have been painted by hand rather than using 'mask by colour' or other generative meens. Is there a way i can stop this from happening somehow? Im not quite sure why it happens as the UVs dont change, im mearly moving a mesh somewhere else in the world. thank for any help you can giveNick
Is there access to the list of preset output templates available to the Export textures window via python API?I have tried substance_painter.resource.search('u:export')and substance_painter.resource.search('u:EXPORT')to no avail. Further, this snippet: resources=substance_painter.resource.search('') for resource in resources: substance_painter.logging.log( substance_painter.logging.INFO, 'testing', 'resource is %s' % resource.identifier().name ) never prints any of the export presets to the log. Should I expect to see i.e. 'CryEngine' in the log with the above code? Ultimately, our goal is to hide from the user any export defaults we don't think are necessary for studio work. We would like to do that without removing the painter installation path from the list of available resources if at all possible. Thanks,Chris
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.