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I just paid for a subscription to Substance Painter, downloaded it, and attempted to properly install the license. My license is #####.license.lic, not license.key as specified in the documentation however. I can open the program and select a template but when I attempt to open a model file the program crashes. I am not sure whether I am still opening the trial version or the subscription version but both crash when I attempt to open a model file. If the license I have is not the correct one I need Adobe to inform as to how to locate the correct license as no communications from Adobe so far have provided it. Susan Meyer
I imported this cube from Blender with no change of its default geometry and uv wrapping. After baking the maps I found there are some errors in AO map(just like other models I imported to Substance Painter). I tried tweaking the import settings and some bake settings, still couldn't solve it. I'm new to Substance Painter, not sure if this is actually an error. But I think those dark lines are kind of unnecessary which cause extra dirt while using a dirt generator.
I'm trying to scale a set of smart materials to an appropriate scale, however when attempting to change the tile value in the fill layers, nothing is happening. This includes rotation. I have tried this with a range of smart materials and the problem appears to be persistent. No idea what i'm doing wrong, it seems to be the case with a few different models, but works with others.
Why do I get this wavy look on the edges after baking? It has never happened before and everything seems correct in the settings.Any help?
Hi community. I'd like some information regarding anisotropy material. I cant locate it in the smart materials, so I saved it as a smart material to use it on my own model, but nothing seems to be appearing. ( Im trying to make a control knob anisotropic reflective like the example. Any help how to go on about to achieve this? Thank you.
Hello everyone, this is my first post about substance, I have a question.I want to do detailed texture, and when I create a new project on substance I noticed that the limit size is 4096 pixel (but often on tutorials I see people going with only 2k), but when I export my created textures I can go over (4096, 8192), I wanted to know whats the point of exporting 4k, or 8k texture if you paint your texture with 2k pixels? Maybe it's a stupid question but there is something I don't get,Thank you in advance for any answer 🙂
Hi, I'm having a strange issue with my bake where this big teardrop shapes appear in the normal map (but only the normal map). Messing with settings like frontal/rear distance has done nothing to improve them. These shapes don't appear on the high-poly or low-poly mesh, only once I do the actual bake. Does anyone know what is causing this issue? I've attached images of the problem as well as my bake settings.
Hi therei have a strange problem when baking maps. i dont know what should i call it (maybe normal map artifact or something). refer to the pics i've uploaded you can see the reflection of the fingers on the others on normal map.I've tried more than 5 different UV's and baked one after another but all of them had same problem.all replies will be appreciated.substance painter version:8.1.2 build 1782PC specs:i5-8400GTX 1070 8Gb16Gb ddr4if you want i can provide mesh files too.
I'm developing a course on PBR materials using Substance 3D Painter. I'm finding the tutorials offered here to be excellent for introducing most concepts. I haven't seen anything there addressing refraction maps. I'm about to look at some on YouTube, the most recent being about 6 months old. I'd like to ask this community though - is there something you would recomend? Likewise emissive materials, if there's anything you like for those. Thanks!
First of all, the way this forum is designed SUCKS. If you type a bunch of stuff in this field and then change the "Conversation Type" radio button above, it erases everything. Brilliant web programming Adobe. Now, is there a way to change the color or properties of the default material? If not this is ludicrous. This material shows as a glossy white material, which is a real pain the ass if your model also requires a similar material to actually be created on parts of it -- a situation I am currently dealing with, with a very complex model with a lot of small parts. I need to be able to see at a glance what has been painted and what hasn't. Yes, I KNOW I can go into "Base Color" mode, or create a colored fill layer at the bottom of my stack. But these are both inconvenient workarounds, and the latter simply adds bloat to an already large project file. There should be a way to either turn off the default material completely in fully shaded mode, or change its color to somethi
Hi everyone,i'm i trouble with a motorcycle model, and i woul like to know the correct workflow according to the final use. The final use of my model is just for visualization and not for games.I know that the correct workflow it should be the baking of the higpoly mesh in to the lowpoly mesh and is what i triyed t o do in this case, but when i apply a subdivision to smooth the mesh for a rendere, in Blender Cycles, it shows me weird artifacts:I'm clearly doing something wrong, and i suppose that my mistake is that this workflow is more fore game assets and not for visualization. I suppose that i must siply unwrap and texture managable hig poly mesh and work with it. I wait for your suggestions. Thanks in advance to everyone.
Hallo zusammen,ich habe vor gut zwei Jahren mein Hobby Erweitert und erstelle über Blender verschiedene Mesh die ich in der Unreal Engine 4/5 in einer mein Projekt verwende. Jetzt möchte ich die Mesh Texturieren und bin bei der Suche auf verschiede Programme gestoßen wie zB. Quixel Mixer, Mari und Substance 3D Painter usw. In diversen Discord Communitys in den ich mich bewege, empfiehlt man mir Substance 3D Painter, als ich an Quixel Mixer gescheitet bin (schlechte Steuerung, Instabil, etc.), es macht einfach kein Spaß damit zu arbeiten.Auf der Suche von Substance 3D Painter, führte der Weg hierher und man müsste ein Abo abschließen. Ein Abo kommt aber für mich nicht in Frage, ich besitze gerne was ich kaufe. Also suchte ich weiter und fand dann Substance 3D Painter 2022 unter Steam zu einem Einmal Preis?! Jetzt habe ich dazu ein paar Fragen, die selbst mir die Discord Community nicht beantworten konnte, da den nicht mal bewusst war, dass es Produkte von Adobe zum Festpreis (ohne
Hello folks... I'm using a black mask for a material that I want to reveal over another. With the mask selected, I'm using the paint brush to paint in the areas I want to be that particular material. I hope that made sense. Now, there are some faces, small and at right angles to the rest, that refuse to be painted / erased. They remain the color of the material beneath it in the layer stack. I've tried painting by face, but that had no effect. Thanks. Windows 10Painter v7.2.1
Hello,is it possible to fix this seams in the color channel?Regards,Jochen
Hello, I'm thinking about buying Substances Painter on Steam because I'm not a fan of subscriptions. Now I'm asking myself if I should wait for the 2023 edition. 1. Will the 2023 Edition be available on Steam? 2. How much will the upgrade from 2022 to 2023 cost with the reduced upgrade price? 3. When will the 2023 Edition be available? 4. Will the automatic UV creation tool be improved in 2023 or will it be the same as in 2022? thank you in advance.
Is there a way to make a selection or mask using the transparency in a PNG texture that's plugged into a fill layer? I'm thinking something along the lines of the way you can do this in Photoshop by Ctrl clicking onto a layer that has transparency to select only the pixels that have values. I have numerous PNGs with transparency plugged into the color channels of fill layers being 3D projected onto my model. I want to be able to select or mask these areas so that I can create custom isolated roughness etc for them. Is there a way to do this?
Hellow! About height value that changes form 1 througth 0 to -1i can change height value in arbitrary order (0.2 0.56 1 -1 0.455) and get "hilly, bumpy"Is there is any possibility to restore height value to zero using mask to het flat "surface"?
Is there a way to have only select channels active by default when you add a new fill layer?I have set up a template file with some custom channels for my texture sets. Some of these are support channels and dont need to be used on new layer. Is there a way to turn them off by default so we dont need to manually turn them off each time. Maybe having an eyeball icon next to the channel name in the texture set settings might work.Also is there a way to set the default colour of a channel? If I want to have the default colour for a User channel mask as black I would currently need to change that manually each time.
cannot activate my account using the licence key I have, any help ?
Hi. I have two computers. The old one works fine. My new built computer, a clean install of Windows and I installed Substance Painter (latest version as of today). After the installed it did run. I closed down, then reopen and it open the splash screen then screen goes full white, nothing but white and it never moves forward. I uninstalled and try a early version but same result. Before you ask for a crash log - how do I do this please. I am running a AMD Threadripper and have 2 RTX 3090 video cards. Help please as I can not use Painter on my new system.
Hello, I have installed the Substance Painter Plugin in UE5 and i see we can import Substance materials into UE. However, if i right click on a Static Mesh, i don't see a way to send thegeo to Substance-is there a way to do this?
Where can I find documentation on the available Python sub-modules?All I have been able to find are some example scripts:https://substance3d.adobe.com/documentation/spdoc/creating-a-python-plugin-197427756.html
I encountered problem when baking my mesh on Substance Painter. Ambient Occlusion map is the cause of weird gray shade artifacts appearing on the surface of my mesh. Anyone know how to solve this? I'll include my .fbx file down here.
So I’ve been having a lot of problems with baking and couldn’t get a decent result at all. No matter how I adjust the cage before baking I always get very weird results and disfigured silhouette of my armor. I don’t understand what I do wrong?It’s not supposed to be that my low res is that low cause I’ve also attached an example of a very cool project whose low poly is even lesser polycount at certain areas, and yet it holds the detail incredibly well. How does that work?
hello i try to learn how to make game assets and i made my models in maya i make them on top of each other same the same translation & rotation and scalei named them the same with suffix _low_high but when i import them into sabstance to bake the details theresult is bad can anyone help me to know why this happen please ??? this is the result on sabstance painterand the others photos how they match each other in maya
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