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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.
Hi, I am using th enewest version of 3D Substance Painter and When I used the Bake Mesh Maps function this morning, under the Texture Set Settings, the window opened just fine and I was able to deelect the maps that I didn't want baked.However, I think I accidently closed those options, before exiting back to the main Painter work area.Now, when trying to use the Bake Mesh map function, that window, with the channels that you can select and deslect, as well as the ability to import a high poly version of your model, are gone.How do I get that window back please?
Hi, We wrote a cutom shader and it is now working. By clicking on a button is possible to load the textures used by the shader.I would like to assign the textures automatically from a python script, however I can't seem to find a way to assign these textures. Are there any tips on how to do through python script what the "Select texture" button is doing?Thanks, Mauro
Can anyone help with an issue I'm having with exporting an RGBA Mask? I have a user channel for the Red channel, Green channel, Blue channel, and Alpha channel, but the Alpha channel is masking the other channels in the export even though each channel is set to export to their own corresponding channel. I used the following YouTube tutorial to set it up: https://youtu.be/YIFbtmnKVgc?si=MfmD9L63MF9npvq3. The video only shows using the R, G, and B channel but in the description it said to copy the setup like the other channels to add the A (Alpha) channel. I'm assuming the Alpha channel may need to be handled differently. Any help explaining what I'm doing wrong would be awesome. Here is a Google Drive link (SP_RGBA_Mask) to the project file and smart material if needed to better diagnose the issue.
Hello, I'm applying some of steel smart materials and got this kind of pixels or mosaic effect on the texture.But rest of the materials look correct. How to reduce this mosaic effect and why it happens? ?
Hey there!I'm using the default Substance Painter material, and I was wondering if there's a way to change the text to something other than the default text. I couldn't find an option to do that. Can you help me out with this?Thanks!
What color space do you use when using projection to paint height maps? I'm working with cloth maps to project detail onto the clothing, and everytime I add a new image to the projection tool it defaults to "auto - data signed normalized". I think I do not want that setting, it clips the height values pretty bad. I want to use Raw, I believe. Do I need to manually change this setting each time, or is there a preference I can set?
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