Connect, learn, and get help texturing your 3D assets.
Recently active
Hi I need a warp projection that works in the 2d uv window so I can warp textures to match new uvs.
Hello, I have been trying to export texture in 4k, in my painter viewport and uvs, everyting seems to be right, but when I export my textures, ecvery one of them has parts that are complety streched mkaing me loose detail in the majority of my model.What am I doing wrong?
Hey guys! I've been having an issue exporting textures using the 2d view output template. When exporting the texture turns out black. I've tried everything I know how. I'm using substance painter 9.0
Ciao, ho un problema di esportazione con il pittore di sostanze.Texturizzo come faccio sempre, solo che dal nulla quando esporto le mappe sono o nere, o tutte rotte, anche se apro vecchi file di lavoro da' lo stesso problema... qalcuno sa aiutarmi?
i am very very new to 3d modelling and substance painter and am dealing wtih this issue when backing my model. i have looked and there is no immediate thing that stands out to me in 3ds max so if anyone has any idea how i could fix this i would love to learn
My substance painter keeps crashing when i try to paint, add a material, start up the defult MeetMat template, and when i bake. i dont know why this keeps happening and it is really frustrating. I have an AMD RYZEN 5 (5000) series and a AMD RADEON graphics card. I recently downloaded plasticity, could it be crashing because some how the OBJs are rendered differently? please help thanks.
Hi ! I'm working on a new project, I'm reproducing the Rivoli street in Paris and I'm actually working on the Road.The Paris's Streets are very large and I wondering how to texture the road ?Even creating 10 Uv's in 4K of the street the quality is too low...How to do ? Have a good day !
When using a stencil, it paints as if the stencil is offset from where I have it. I have my graphic drivers updated and I have tried different tiling options aswell to no avail. The stencil is a square image and the stencil does work in the 2d viewport but not the 3d viewport. The problem occurs in both perspective and orthographic view.
Hi, I'm working on texturing a camera model and I'm having trouble applying textures I created in Photoshop for the f-stop markings on the lens. They come out looking like this: If I apply them to a flat surface they look fine. What am I doing wrong?
Hello. I got the same problem in previous version (think that's it`s happen when I migrated materials or something else). Today I installed latest version and problem is here too. When I try to use default smart masks they are working not correct. Whats happend and how I can fix it?Sometimes I can fix it when update detail texture in setting mask, or update generator - but all settings start be default and it`s not usefull.
Hello! Is it possible to copy texture from one channel to another? Ex: add fill layer, select a texture for the color channel, adjust de texture. Now I want to add some height using the same texture from the color channel, can I copy it? (or must add and adjust by hand again?)
Hello everyone! I am fairly new to 3D modelling and texturing. I have repeatedly encountered an issue in Substance Painter that I cannot really find a solution online for. I often get artifacts / black lines around the UV seams. After trying various tweaks to see if they would go away, I found out that they are caused and affected by Height. For example, if I disable 'Height' on my material, they disappear. Similarly, if I set the Height Ranger slider to 0, they disappear. Height Position is also similar - If the slider is set to 0 or 1, the artifacts disappear. If it's set anywhere in between, they appear. I have attached a bunch of images with examples of the issue and how it disappears when I play around with Height settings, as well as an image of the UV's. For the record, I use Maya LT for modelling. Can anyone help me out please? Is it something that I can fix in Substance, or is it that I am doing something wrong in Maya while UV'ing? Thanks a lot for the replies! 
I am painting a texture using the default soft brush, not using any other features, and it looks fine. but then when i move to a different part of the mesh to paint, these tiny dots appear on the parts i painted previously. They appear over time, and always when i'm not looking. I cannot make progress on my texture as going to fix the problem in 1 spot makes it appear on another.
Sometimes while working in the program, I press ctrl s to save, basically everything works fine, but it happens that at this moment it is written from below that the saving is going on, but it does not stop. Interestingly, before this bug happens, I stop loading icons and thumbnails of materials and textures. repeated attempts to save create even more saving processes (this can be seen in the screenshot) that do not end. HELP!
Hello guys I want to add some stickers to a character that I am working on. I bought this sticker material from youtube EASILY Make Stickers for Substance Painter + Smart Material Download - YouTubeBut when I select the image to use in base color its all stretched Any idea how can I solve this? in the tutorial he just selects the image and the alpha and he has no problem
Hello,I try to export a project with different parts and different texture sets ( Output template : PBR Metallic Roughness ).Everything looks good, except for only one of the texture sets, the BaseColor texture gets exported with transparency on the sides. Other parts looks good, but for some reason, it appears like I have some hidden rectangular gradient or mask that doesn't show on the viewport but on export..Please any idea about what could cause that ? Thanks a lot !!
Hello! I'm trying to make maps for a top that's in three parts....Front, Sides, and Back. For some reason the back bakes much lighter than the rest and I can't figure out why. Has anyone experienced this? Out of 3 maps two bake totally uniform, but not the third even though I'm using the same settings. Pic below. Thank you in advance.
Like the title said, baking in substance crate weird artifact |From Blender, I have tried reseting normal, resize the baked UV size (in SB), soften the edge where this problem occur. But the problem still presist/ The UV and model.I have try to solve this bymanually remove this artifact through painting the normal in SB, But this is really time consuming.
So to keep it simple, I was finished with a model in Blender, and decided to create some textures for it. UV-Unwrapped the whole model, and it's child parts (each with different materials). The Unwrapping worked fine in blender, and so I continued to Substance painter. Baking the mesh maps inside Substance painter revealed the artifacts shown.I have checked for any Overlapping UVs, and even tried unwrapping the UVs while importing the mesh to substance painter.No clue what might be happening, I only have around 20 hours in Substance Painter, and I have indeed checked other related forum posts without much luck.
Hello everyone! I am modelling a guitar in Maya. There are 6 strings of different width, but the meshes are similar, and the UV shells are similar as well. The UV-shells are located in the lower right corner of the UV map. No overlapping, no invereted faces/normals.The issue: after the maps baking in Substance Painter the strings look quite different. On the screenshot below: two left ones are quite ok, I guess, but others seem to be of darker gray. I've been told that something is wrong with AO, but I have no idea what's actually wrong, since:the UV-shells are not overlapped,the meshes of strings have no N-gons or tris,there are no inverted faces/vertices.So pretty much the meshes and shells are very similar, but for some reason the final result looks different.I'd really appreciate your help! Thanks!
Hello everyone! I got a question about darker gray areas on the model. Here's the situation: I have a model in Maya and UVs for it. This is far from perfect, but I have no experience in modelling, so that's the mesh.When I export it to Substance Painter and bake the AO map, I get some areas that are in darker gray color. I Googled the issue, and people usually tell to check faces and overlaps. I checked the UV map - there are no overlapping shells.Display > Polygons > Face Normals and Vertex Normals show that there are no inverted components. Could you help me please - are these gray areas critical? How can I fix it?
hello i cant log in with the new update to substance i logged in useing my gamil and it says i cant log in at this time try another browser is there anyway to fix this if not ill just down grade my app
Not a single tutorial or post was able to help me fixing this issue, no matter how I model the mesh, or what process I make, the faces of it will be each different from the other... I've seen a guy on YouTube saying that when this happens you should unwrap manually the model. But not a single Adobe tutorial, or any other content creator (with way complex models) did this in their tuotorials. I can't believe that a 25 triangles mesh is that difficult to texture.Here's the process I make:- Model the mesh- UV Unwrap (or Smart UV Project)- Add material- Export as FBX- Import to Substance Painter (DirectX, Automatic UV Unwrapping on (already tried off), 1024 resolution)- Bake Mesh Maps- Apply Material
Make it possible to isolate and disable texture setsAdd the ability to create and configure light sources Nothing more is needed, this is enough.There is no need to add a lot of functionality, for this you can use other software or 3D Stager
With the addition of paths inside of substance painter it would be awesome if we could leverage that data for directional input\flowmap. You could interpolate the directions in between the curves and drive tileable patterns in SP or export it as an actual flowmap.
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.