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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?
I have tried baking with both curvature methods and this happened with another model yesterday too, only thing that fixes it is a restart, it's even kind enough to allow me the option to save my work before I close and reopen it. It's not a crash, it's just some weird visual bug, it's rendering the software completely useless and stopping my workflow in its tracks, I have tried it with the metal edge wear generator, I have tried it with the other edge wears, I have checked my model for ngons, checked the UV maps and made sure the normals are all oriented correctly, I went to delete the cache but there wasn't anything in the cache folder to delete, my paging file is large enough for Substance and I've tried baking with lower/higher resolutions but it happens regardless, I'm a bit lost for things to try now. Version: Substance 3D Painter (9.0.0) My pc specifications (if it helps):Processor: AMD Ryzen 7 5700X 8-Core Processor, 3401 Mhz, 8 Core(s), 16 Logical Processor(s)OS Name:
Hello, I have a problem when trying to close a project in a script, related to the fact that the project seems to be locked (there is indeed a .painter_lock file): [Python] File "C:\Users/Fabien/OneDrive/Documents/Adobe/Adobe Substance 3D Painter/python\plugins\sbs_automation.py", line 468, in __call__substance_painter.project.close() [Python] File "C:\Program Files/Adobe/Adobe Substance 3D Painter/resources/python/modules\substance_painter\project.py", line 382, in close_substance_painter.project.do_action(_substance_painter.project.Action.Lock) [Python] _substance_painter.exception.ProjectError: Cannot do 'Lock' action from current 'Project locked' state I cannot find a workaround to this problem, because even if a watch the exception, it seems that there is no event or operation related to locked status of the project.Has anybody a solution to this problem ? Thank you for your help
I cannot download material from the library it shows it's licensed when I go to download, it says"couldn't download the asset" Send to painter also does nothing
After trying all the paddings, I couldn't export the base color.What should I do?
I have the two .fbx."A_low.fbx" and "A_high.fbx"and the two fbx have same name meshes. (But it has difference of high and low poly)I would like to bake the "A_high.fbx" to "A_low.fbx".Is there way to recognize the high and low by filename suffix?or, must I need to change the mesh names ? (I know substance painter can recognize by mesh name suffix.)
As the subject states, I am trying to figure out if there is a way to create a custom hotkey that toggles visibility on a spacific layer. Anyone know if its possible?
In the viewport my model looks as it should, when i go to the render view and try to render out an image the quality drops drastically, does anubody have a fix on how to solve this issue.In the past I have been able to render with no issues whatsoever. However I seemed to have changed some settings to cause this drop in quality. Any help would be very appreciated!
Hi,I went through the process with Identit -e to get approved for substance painter.They accpeted me and sent me a redeam code. I redeamed the code. I cant download the programe, its nowhere to be found. In my creative cloud app, painter cant be downloaded, it still says ask a request.And ofcourse you cant email anyone to adobe for help. Im stuck
Hello, I want to use "Adobe substance painter" for students. I have the verification code for it but the code is missing or wrong. How can I correct this?
I have no pen pressure on Substance painter 2022 steam version. I updated my tablet driver, reinstalled substance painter. nothing works. is this a bug? the verison of substance painter im using is 8.3.1
Hey guys! Does anyone know how to change the near clipping setting of the default camera? Thank you so much!
I signed up for the educational Substance 3D suite, but when I did that, Adobe created a duplicate account with the exact same email and password that I can't log into on my computer. How in the world do I fix this? Can I merge the accounts? Can I log into the other one somehow? I can't find the option to do so. I'm so lost.
I had some problems with baking over the last week. If I wanna bake a highpoly mesh to my lowpoly i get the issue in the picture below. I tried different export settings, checked the normals, the suffix and the Uv`s and tried out lowpoly models with higher polycount and it changed nothing.Can somebody explain that to me.
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