Connect, learn, and get help texturing your 3D assets.
Recently active
Hello, I’m encountering an issue with my height map. Every time I bake my high poly map, the topology of my low poly is visible. I’ve tried everything, from exporting to adjusting the bake settings, but I don’t understand why. I’m using 3ds Max to export my low poly, and in Substance, I get an error message that appears. Have you ever faced this issue? And do you have a solution? [EngineBitmapLoad] Failed to decode bitmap.resource://project0/Ambient Occlusion Map from Mesh visage?version=8162696b9787758ccc9d4ec2ebce79f84e26856b.image
Hi folks and sorry if this was asked already, but I can't seem to find a real answer anywhere online... 😅 I'm thinking of buy the perpetual license of substance 3d painter on Steam and was wondering how "perpetual" that license is? I've heard many conflicting stories online, can someone clarify please?Once the 2026 version is released and I buy it, I will have the license to use this product until the 2027 version is released, making this perpetual license actually more of an "annual license"?Or will the 2026 version live alongside the 2027 version? Or will my 2026 version be converted into the 2027 version?Or something else entirely 😅 I'd love to know! Thank you in advance 👍
Bonjour, j'ai ajouter un high poly pour simuler mes bevel sur mon low poly, mais il ne sont pas visible après le bake. Je n'ai pas utilisé de cage pour infos, j'ai laissé les valeurs de base. Merci de votre aide
When I bake, only the CPU percentage increases, and it seems like the GPU isn't starting up. How do I change the settings in Windows or the app?In the NVIDIA Control Panel, I've added the Substance Painter app, and in the Substance Painter settings, I have both CPU and GPU checked for IRAY HARDWARE.Thank you in advance.
I activated a student license but I only get the options to buy or trial Substance Painter through the creative cloud. I've tried logged in as both account types - student and business - yet the result is the same.
Hi all,am i right that in Substance painter its noch possible to have Backface culling while using Polygon fill option directly in the 3D view?I mean is this option not deadly usefull and nessecary?With best
I've been searching for this for a while now and it seems there's only a backface culling toggle option for the paint brush in SP, but for all other fill options like polygon, uv_chunk, triangle and object, backface culling is still missing after all these years. Seems like a basic funcionality for a 3D paint app like Substance to me. Could we please have this fixed, this drives me nuts, I keep screwing up my textures and masks. Thanks, R.
I have purchased a Substance Painter 2025 subscription on Steam, but I need to install version 7.4.3. for learning purposes and to export my homework correctly to my teacher.How can I install 7.4.3? Please help.I know that older versions are being removed on Steam, but what should I do if I have already paid for a subscription? Maybe you can give me access to beta version 7.4.3?
Hi, This week I applied for a student license for substance painter. It got approved, and tried to download it. The problem is that I use Ubuntu, and it turns out I have to pay 150 dollars extra as a student, just because I use Linux. Costumer support told me that my plan only allows mac and windows installs, but I can pay for the Steam version to get it for Ubuntu. This means they do have a native Linux build that is perfectly functional, but choose to not make it available because reasons... I guess?? The sad part is that many people choose Linux becuse they can't affford windows or an apple computer, and adobe makes these people pay extra just becuase they can. This is just pure evil. Like can't they just give a steam key for Ubuntu if they have problems putting the linux build on their site or something?? But no, they choose not to.
I have tried disabled GPU Raytracing under Baking Options but still I get these strange lines in the Substance Painter viewports after baking. They seem to be in the Ambient Occlusion map. Also I set "Self Occlusion" to "Only Same Mesh name". How can I fix this?
I try to import model from staer but I get an error when I attempt. I have tryed obj and gltf file.How do I fix this? I sent orginal file from painter to stager, then modified and scaled the model so I can send back to painter but the model wont import.
I have a startup script in Substance 3D Painter that uses psutil, and I get the following error when opening the program: ImportError: DLL load failed while importing _psutil_windows: The specified module could not be found. I am using the embedded Python located at: C:\Program Files\Adobe\Adobe Substance 3D Painter\resources\pythonsdk\python.exe What I tried:Installed psutil using the embedded Python’s pip.Verified that psutil works fine in my system Python 3.11.Attempted to build _psutil_windows.pyd from source, but encountered linker errors (e.g., LNK2001 unresolved externals) because the embedded Python doesn’t provide all the required symbols.Question:Is it possible to use psutil with Substance 3D Painter’s embedded Python in a startup script?If not, what is the recommended way to check if a process exists (PID) or perform similar system-level tasks using the embedded Python?Additional info:Substance 3D Painter version: 2025.xOS: Windo
Hi, I am new to SP and trying to customize some Unreal Engine Metahumans.According to Epic guides the the needed SRMF texture is relatively Specular,Roughness,Metalic and Fuzz.I created an export template in SP in order to export spec and roughness but not quite getting the result.Metalic and fuzz is not important for me since character is non metallic and fuzz is another thing. Attached you can see samples from Unreal's original textures and the ones I got from Sp with the export template. Could you please help me with the export template which seems I am doing something wrong.
Maybe you can see what I’m trying to do here.I have a texture atlas I’m setting up of little textures for things like posters and such; what I’m trying to do is that as I create more posters in Blender and import those meshes in Substance Painter to work on them, I want the textures I eventually create on them to slot into a texture atlas I’m continually updating.Essentially;-Make poster in Blender, UV unwrap, etc-Import the mesh AND the master texture in Substance Painter, do my thing, the mesh is already UV unwrapped within the bounds of where I want its textures to sit on the atlas-Export the texture with atlas updatedWhat happens instead is that when I export a texture in Substance it just makes a whole new file. What I want instead is the image above to continually update as I add. Is this possible? Is this possible to work around if Substance can’t do it?
In Substance Painter, when baking, you can append suffixes like _low and _high to the mesh names to make them match. However, when I set up the rule for Ignore Backface Suffix (in this case, I used _igno), it seems to be applied to the _low and _high naming convention as well, which results in an error. Am I doing something wrong here, or is this a bug?The version I’m using is 11.0.3.
after baking, I apply the Skin Face material and I get these spots, there are such spots on Ambient occlusion and Thickness, help me solve this problem, thank you in advance
Hi, I am an educator at a university and we have access to the entire Adobe suite via educational/student licenses. It looks like I cannot download from the Substance Assets Library. Is this intended? or is there some kind of permission issue
if i buy the Substance 3D Texturing monthly subscription will i get access to Substance 3D Assets (not community assets)? i already bought it on steam ( Substance Indie Monthly Subscription)but i don't have options to link account to here. should i refund there and buy here then so i get access to it? can someone please explain?
Hello, im rather new using adobe substance painter. However ive been using blender for a little while and ive made a model recently with UDIM tiles and applied my normals with them. However when applying my normals into adobe substance painter. It seems the normals go wayyy off, and im not rather sure how to fix this? In blender its perfectly fine with the normals perfectly aligned. The purple one being the example of the model within substance painter. And the red one being within blender. Thanks!
I haven't really been keeping track of what has been going on with the Adobe acquisition of Allegorithmic but today I was trying to log in to Substance Painter to do some work and I couldn't log in since the Allegorithmic account does not exist any more and I've since updated my computer hardware. Furthermore I can't find a way to download a license file for my old 2018/2019 something Painter license.I logged in to my creative cloud account but there are no licenses to be found there. So does this mean Adobe stole hundreds of dollars worth of licences from me or am I missing something?The "old" painter versions have been working fine for my use case and I've had no interest in updating just to get features I don't use.
Here is a tile generator that has been applied to a black mask. I have already used tri-planar projection. I have tried modifying every parameter, but it still didn’t work.SPP file
Hello,I'm currently working on a project where we had to change the color management of Substance Painter several times, we started in legacy, then moved to ColorIO/ACES 1.2, and finally it's set to ColorIO/Substance.In our texturing process we need to validate our textures for our client with the PBR validate filter, but with each changes I noticed discrepencies and uneven results.A material that is perfectly fine in legacy, becomes totally red in ColorIO/ACES 1.2, and between ACES 1.2 and substance, there are some differences in the validation colors.In my understanding I was thinking that if it's valid in one mode, it should be valid in the others too, only the representation of the colors on screen should change depending on the chosen Color Mode. Is that correct ?Since the recents modes additions in color management mode, is the PBR validate filter is still suited or is it designed to function only in legacy ? Thanks for your help
for some reasons, just by importing a model to substance painter, odd shade marks appear on some parts of my model. You can see here, in the red circle, but also on the right of that same UV island. Yes, i checked for duplicate faces, flipped normals, non-manifold geometry, but i still couldnt find a fix
came across this issue with substance painter when trying to apply a blur filter.Substance is blurring it per UV, what results in a very ugly result and basically makes the blur filter worthless.is there any workaround that?It looks that someone way back asked about it, in the time when it was not owned by Adobe, but the post has disappearedThanks for the help
Hello, I am using a metal edge wear generator mask inverted to add some edge wear to this turrets paint. However for some reason the edge wear generator is not applying to certain edges of my model. I have highlighted what I mean in the image below, checkmarks are where it is applying, x's are where it isnt but should be? It will even apply to one side of the turret but not the other, despite the fact that it is a completely symmetrical model. I have attached an image of the specific layer set up. I would appreciate any help! Not at all sure what is going on. I have baked my mesh maps, so maybe there's an issue there? But I'm not sure how to fix if that is the case. Thank you for any help.
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.