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Hello,My student license for Adobe Substance 3D was approved 4 days ago, but it still hasn’t been applied to my Adobe account. I received the approval email I am logged into the correct account The plan does not appear under "Plans" I already contacted Adobe support, but the issue is still unresolved Could someone check if my license is properly provisioned to my account?Thanks in advance.
Today we’re announcing the release of Desirable Patina, the rust-themed Signature Collection by Loic Anquetil, available now on Substance 3D Assets. Loic is a Senior 3D Artist/Material Artist working at Ubisoft, who has previously worked on titles including Ghost Recon Breakpoint and Prince of Persia: The Lost Crown. In our interview with Loic on the creation of the collection, Loic discusses how he studied rust references, built procedural noises, and translated corrosion patterns into Substance 3D Designer materials, as well as sharing some thoughts about how to use Substance 3D Designer like a creative toolbox. Take a look! You can find the article right here, and the Desirable Patina Signature Collection is right here!
I would like to be able to just hit a key to toggle my brush to material picker quickly, as when painting Normals and AO it is tedious to keep switching between the picker and the brush from the toolbar, especially on these gradient sensitive maps. This feature would improve workflow incredibly when adjusting these items. Photoshop, Illustrator etc all do this very quickly, but I was surprised that Substance does not.
I am making a project for a helibase to be used within msfs2020/2024. The model is painted in SubstancePainter and I am using different layers. I start by baking the model (a building) using document resolution and output size to 4k. I am baking the world space normal, AO, curvature, position, thickness and bent normals. I am not including the opacity, height, ID and normal in the baking process. After baking is complete I paint my texture sets, and I adjust the texture set size to a maximum of 2k, but also down to 125x125, depending on it’s visibility on the building. I use multiple layers on faces such as walls and roof. When the model is finished I export it as a .gltf file for final adjustments within Blender. My issue is that when the project is complete and built within msfs2020 development mode, the texture files are very large in size and I need to reduce them.Is there something with my workflow above that I could do differently to reduce the texture size even more? Is there s
Hi, I just installed Substance Painter and it won’t open from Creative Cloud. For context, I have PS, zbrush, blender, maya, etc and they all work fine. PS opens fine from Creative Cloud. Substance is the only application that simply does not open. When I click on it from CC, the mouse gets that little buffering icon for a second and then it disappears. No error message or anything pops up. I also tried going to the .exe and running as administrator. An error pops up and says “The application was unable to start correctly (0xc0000142).” I have tried a fresh install but no luck. I am running windows 11 and have an nvidia geforce rtx 4060 GPU with updated drivers. All other 3D software works fine.
Hello,I am looking for a feature in Substance 3D Painter that functions exactly like Blender's "Paint Mask (Face Selection Masking)".In Blender, I can select specific polygons and use a BRUSH to paint within those boundaries without the paint bleeding onto unselected faces (see attached Blender screenshot). In Substance Painter, I cannot find a direct way to do this. The Geometry Mask only allows "Mesh names" selection, and the Polygon Fill tool only fills faces with solid colors rather than acting as a brush boundary.Is there a direct way to use polygon selection as a "live boundary" for the brush tool in a standard workflow?I want to confirm if this fundamental feature from Blender is simply missing in the standard Painter workflow or if I am overlooking a specific setting.Thank you.
I’ve been having an issue when baking my low poly mesh with my high poly mesh. I’m fairly certain its due to the software reading one part of the mesh as another, but i have no idea on how to resolve itImage describedIssue shown while baking
I added the roughness channel from this turtle skin material, on top of a aluminum material to add a pattern. It creates these outlines with spots in the center. How could I make it so the outlines in the metal have a different color? Could I also make a separate color for the grayish spot in the centers?
Hi everyone,I'm new to SP and am trying to understand how texture placement works with the various Projection options.In Image 1:you can see how I assigned the different projection modes for each side of the model. And from a relatively far away, it doesn't look bad.But up close, in Image 2:the UV stitching lines are clearly visible.How can I fix this?Thanks!
I recently updated to Substance painter 12.0 today, updating one of my projects I was working on.I then go to export the textures to files, same as I’ve done for years on previous versions and..it does nothing. Just sits there, no files generated, just stuck on computing textures results.Have tried reinstalling, no change. Was working fine on the last version.
The ability when creating the project or reimporting a mesh to specifiy which UV channel to use for texturing/baking. Our techical dept has set up engine shaders that use UV1 for masks created in substance painter using baked data. The current workaround of exporting a seperate bake only mesh with the UV1 moved to UV0 creates a large amount of extra mesh files and can become hard to manage.
New Content Available in Substance 3D Assets! The Substance 3D Assets library continues to grow with new content designed to integrate seamlessly across Substance 3D Painter, Sampler, and the wider ecosystem. New: Ribbon Assets (130 assets) Ribbons are a new asset type in Substance 3D Painter that allow you to place repeated elements along a path on your model, allowing you to easily make trims, seams, patterns, and other details that conform to surface shapes. New: Texture Generators (30 assets) We’re introducing Texture Generators, a new category of parametric noises, grunges, and patterns. These assets are designed to help you add variation, imperfections, and surface depth directly within your materials. 30 texture generators are currently available; more are on the way. USD Format Milestone All models in the Substance 3D Assets library – now over 9,000 – are available in USD format. Featured Collection: Desirable Patina Also available is Desirable Patina, a Signature Collection
Substance Painter 12.0.1 I have this issue where after baking all the maps look fine except world space normal (see first screenshot). The mesh is triangulated in Blender before export. And I have re-imported the FBX to blender to triple check this. Must be some baking bug in painter? Not having a correct world space normal is really messing up all the smart materials, not sure how to fix it. World Space Normals in Painter Blender MatCapAttached my exported FBX if you want to test it.
In my project, adding layer masks, applying filter effects and adjusting the color levels are very frequent actions. Could we add custom shortcuts only within the layers?If it's customizable, please let me know. Thank you.
Current builds of Substance Painter 3D on Windows do not support handling paths longer than 260 characters (Windows MAX_PATH limit). Starting with Windows 10, version 1607, MAX_PATH limitation can be lifted. However, this is an opt-in behaviour applications must explicitly subscribe to. https://learn.microsoft.com/en-us/windows/win32/fileio/maximum-file-path-limitation?tabs=registry#enable-long-paths-in-windows-10-version-1607-and-later Could future builds of Substance Painter 3D implement this new Windows feature, thus removing the limit on paths length? Thank you ⭐
Hi guys, I'm having an error when baking any model in the software. It creates artifacts on the AO map that are the same in all models. I tried to find a solution for this, but I was unsuccessful. Could somebody help me?
Hello yall,So I recently began a 3D model journey in which I would texture using photoshop. I decided to pay for Substance Painter on Steam to use a better program. [according to other creators]. However I have recently run into a issue.Any time I try to export a texture file the program will crash. Sometimes I can export a texture or two before it decides to crash. I am exporting what I consider a basic texture, 2D View png 8 bits 2048 and Dilation + transparent, I tried to make it 1024 and still crashes.My computer is not buns at least I don't think so, my specs are a Ryzen 9 5900x amd gpu 7900xtx and 64 gb of ram. I have 3tb of free space on the drive where substance is installed. If anyone knows a fix or a way to trouble shoot please let me know. It has stopped my work flow. 😓I watch my PC usage and nothing seems to spike while exporting. This just started recently and I even rolled back but nothing changes if anything it got worse
I have a problem where I put my texture into roblox studio so it can add it into my mesh but for some reason it gives me errors. Does anyone know how to fix it? plz help
I recently purchased the newly released Substance Painter 2026 on Steam. As the latest version, I expected it to support available downloadable resources.However, I noticed that a free resource pack (materials/assets) on Steam requires Substance Painter 2025 to be installed in order to use it.This raises a couple of questions:Is there a specific reason why this pack is not compatible with the 2026 version?Are there any plans to update it for 2026 or release an equivalent pack for the new version?It seems counterintuitive that the latest version cannot access content available to a previous one, so I’d appreciate any clarification on whether this is intentional or just not updated yet.
Since the last update, everytime i export a model directly to subtance stager to take photos, the model doesnt export the roughness channel, you can see in the first photo how the model dont have any roughnes map, looks like plasticine, the second one has the same materials and the rouighness look way different, works perfectle and was exported with older version, this ruin all my workflow since the update, someone else has the same problem??
The 3D mesh file is in obj format. After drawing with a pen or brush, when sending it to Stager for display, it shows that the model cannot be imported. However, if you go to the project configuration, change the import settings, remove the retention of the brush positions on the mesh, and re-import the mesh, it can be imported normally again. The cost is that it will change the position of my pen path. Is this a bug?
Spoiler: Curve Shape slider does nothing related to sharpening a curve marked red on a screenshot.
Would like to see the ability to adjust the UI scale while in app. Substance painter UI scale in app. I don't even use a 4K monitor and the text is so small. This capability should be in all of Adobe apps. I stopped using Subtance Painter for over a year because the UI is just too small even after scaling up windows. I never had a problem with the UI of any Substance apps (Painter, and Designer) before Adobe aquired Substance. Thank you!
Right click white circle appear on the top with wacom tablet.Why? It is 2024. But this bug is existing last 20 years. And still here!In photoshop, Illustrator. Now in the Substance Painter.You need this everytime. Right click + alt - navigation. Right click + ctrl - change brush radius.And everytime you have this huge white circle with right mouse click.How to get rid of this?
We have multiple in-house tools that utilize the python API and automate portions of the texturing or setup process. Being able to import splines generated from Maya into Painter to be used for path/ribbon tools would allow for a lot of powerful additions to our toolset. A simple example would be generating a spline from the intersection of metal pieces in Maya and then bringing it into Painter for automatic weld seams with the ribbon tool.
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