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Hi Peeps, Quick qestion, when baking textures in substance, this part of the model is baking improperly and im not sure why. If anyone could help me out I would be real grateful. The first image is in substance painter, the second one is in Blender where I 3D modeled. Substance Painter: Blender:
Hi, somehow it seems there is no support anywhere for this particular problem.Maybe, and I doubt it, someone knows were I can get some infos. There is a Substance plugin for the Unreal Engine, I do not use it and do not know how to use it, BUT an external project uses it and I am now damned with it. The plugin is windows only but I need it for all types of consoles, it seems there are platform specific version of it for consoles and no info what-so-ever where to get those. Best regards
Everytime I start a new project and go into the export texture window it is too big for my screen and I have to grab the top, shrink it downward, then click the window top bar and drag the window up. How can I get painter to remember the window size so i dont have to do this every time? Im using Windows 11 with 3840x2160 resolution at 250% (recommended) scaling. Thank you for any help!
I'm not sure what I did but suddenly when adding a generator I no longer get an option to select a generator option. It's just blank where the selectable field used to be. I'm new to Substance so could have easily done something I don't understand. I'm 85% sure I'm adding a generator to the same layer type that was working earlier (a simple color fill layer).
I allow Substance Painter to unwrap my mesh for me, which means I need to export this mesh to Unity for it to have the correct UVs. However it ends up rotated in Unity. There's no settings for exporting meshes in Painter (perhaps this could one day be added) so I'm not sure what to do about this. I have scripts that rely on the z-forward of the object, so just rotating them back doesn't really work. Does anyone know what I can do to export the mesh with the correct orientation?
It's very annoying to always do size adjusting , copy pasting size etc.
Hey o/ A while ago i was looking some help here for a problem on my bake, nobody no one has ever been able to answer me.So i try again :i sent u guys the low poly and the high poly (sculpt) from one log of the final object, please someone can try bake it and tell me wich settings i need for all map.I tried many different settings and that always the same, the bake give me empty map. Wetransfer link PS : sorry, english not my native language
Is there any wat I could set up my bakes for a Maya tangent space? There is a setting about this in Marmoset Toolbag, however I'd like to know if it's possible to set it up in Painter since I like its baker more.
I'm trying to unzip the downloaded zip file and open it as an fbx file, but it keeps saying no. What's wrong with this? TT
Hello! I'm still getting experience with Substance, however, I have a model with several texture set list, and I can't export a single file with all the packaged UVs, so I'm using the "Output Template 2D View" option, it exports all the materials with the transparent background, after, I put them all together in photoshop using a script. I suspect this is not the standard method of exporting textures, is there any quality loss when using the "Output 2d view" option?
Hey everyone! I've been constanly running into this error. When I export a model form substance as a PBR GLTF my normals come out funky. Its like everything with a normal gets a lil wavy stippled texture when it should be perfectly smooth. I've attached ain image of what it looks like! This is in blender and the normal map has been set to non-color, my shader is setup up perfect yet i cant figure out what this error is. I know its due to the normal as when i remove it , it goes away. Please if you have run into this problem let know how to solve it! thank you sooo much!
Hey! I'm using Substance Painter 7.1.1, and getting different results after exporting textures, and I don't mean your typical differences between render engines. It looks like the Warp modifiers doesn't apply after exporting. You can see the problem on the attached screenshots. Thank you in advanced!
Hellow You can see this phraze in official documentation"The Effects are a set of various actions that can be applied on the content or the mask of a layer in the layer stack of Substance 3D Painter."I understand what the mask is and a layer is but what is the content to which i can apply effect?
Howdy, I'm using this resource (Shaved Hair Material) from the substance 3D asset store in 3D Painter. It has an option for "Flow Map Grooming" which I assumed meant you could feed a flow map to control the direction. Problem is, I have no clue how to feed a map into this material. My questsions are: Is this feature meant to be useable in Painter, or would this be activated in Designer? Is this meant to take in a flow map, or is it saying it will generate a flow map ( I assume if you painted with the material on a brush instead of loading it in as a fill)? If it's meant to take in a flow map inside of Painter, how do I plug a map into this material? I've attached screenshots of the Properties panel when its in fill mode. Of note, there is nothing listed under "Image Inputs" when it's opened. Thanks!
SP continually crashes when I turn off a layer. Processor Intel(R) Core(TM) i9-8950HK CPU @ 2.90GHz 2.90 GHzInstalled RAM 32.0 GB (31.9 GB usable)Product ID 00330-50000-00000-AAOEMSystem type 64-bit operating system, x64-based processorSubstance 3D Painter, version 8.1.2Build 1782 - e7c0d315d4338f536eb1ec1603a31781156a6d1b
Can anyone help me change the gradient colors while using the Gradient Hue (dynamic tool preset). I simply need to get to the source of this preset so that I can define my own colors. Thanks in advance!
I'm creating extremely low poly mirrored cliffs in ZBrush and texturing in Substance Painter. This is the set of mirrored cliffs in-game with no normal map:You can see the seam where the two sides are mirrored. I have some artifacts but my main concern is how this model looks when I add the normal map:What is causing that grey "shadow" all along the edge of the model? This is what the normal map looks like (front is the top island):I can't figure out why this is happening. I'm using a 2-sided panoramic environment map but I had the same problem without it. I'm really stumped, anyone have any ideas?
Hiya, SO I was working on a relatively small file, a skin prop for L'Homme, Renderosity's flagship figure. I needed to create a foreskin texture and cobbled most of it together in Photoshop and then wanted to add more realism and what not to to it. Well after adding a few layers SP slowed to a crawl and the update bar was taking forever so I deleted a couple of the layers. Not sure what happened but I have a relatively good system. So my question is are there work arounds to making things zippy when needed layers are needed for any paint project. When I loaded up the project I chose the 4096 resolution. I THINK I remember that if I chose a lower resolution I could somehow update the entire thing to higher resolution when exporting and it would be high quality and crisp? Also for a program that touts similarities to Photoshop workflow I don't see some familiar brushes like blur. I see smudge which has come in handy but no bl
I have th Adobe CC license through my work. When I log in to CC, it asks me to choose my business account or my personal one. If I use the business account, Painter won't work (it's on my personal credit card). If I log in to my Personal account, Painter works, but Adobe CC doesn't. Needless to say it's a pain to log in and out to switch between photoshop/illustrator and painter. Is there a way to merge Painter in somehow?
I've been experiencing issues with my bakes and couldn't find any resolution. I've tried out with this head I modeled (not sure if the retopology is worth anything) but after I did the bake I got the results below. I tried with both Painter and Marmoset. Why do I get these artifacts? I also tried with other parts of the character and got a lot of distortion... Can anyone help{
Hi, I work with substance in my work and in my house.The specs at work are: Intel i7 77k, 24gb ram , GTX 1060 6GB, (not sure what version of nvidia driver is installed) and windos 10 pro.The specs at home are: Ryzen 2700x. 32GB ram, RTX 3080 10GB. with lasted nvidia studio drivers and Windows 10 Home I get better performance at work for moving objects, specially if the file has aplyed camera effects. For paint the performace is equal, maybe a little better at home but not too much. What´s going on ?? Should I try with older nvidia drivers ???
Hello everyone, Ive been too lazy to post this problem that exist for years, but I definitely had enough.As you can see, I have complete absolute black parts on my objects on this texture set. If I hide the entire material folder they dissapear, but i cannot PICK specific layer that does this, cuz it doesnt exist, I cannot single out the specific layer, cuz there is no layer that causes this. The thing with this problem is:1. I understand graphic driver and performance issue is possibility, and I have been having this problem until 4months ago on OLD pc, with Radeon R7 250 graphics, and only 8GB of RAM, but I cannot stomach that this issue in even worse form occurs NOW, on my new, Ryzen 7, 32GB, RTX 2060 6GB system2. I have newest version of Substance Painter, and student licence..In previous version I also had saving problem, where saving label appears in lower right part of SP screen, but it doesnt dissapear, but seems to bugs the save, and sometimes I lost 2h of work, cuz I didnt re
Hello, i want to texture my model but this appearSomeone have the solution for this ?
From photogrammetry I have a wooden chair with texture. The wood is glossy so it reflects light at certain angles. Now I was looking into Substance painter baked lighting filter to remove the shinyness, but actually that is doing the opposite... it's a baked lighting generator.Now I'm new to substance painter, what do you suggest I should do to remove or at least make less gloss on the diffuse map?Any help is very appreciated.thnx,René
Hi all 🙂Just want to know what i have to do, to get the same normal appearance in blender like in Painter, where i created the normal map.The mesh is triangulated, i am using OpenGL in painter but everytime i load this normal map in blender it looks like this.But i wish it would look like thisThis pic is from inside Painter. Here i don't have artifacts.The interesting part is, everytime i bake something in blender it looks good here but as soon as i import this blender generated normalinside Painter i get the same issue vice versa. Hope you guys can help me out here.Thank you so mutch in advanceChris
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