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I am one of the lead developers for a mod in the Arma 3 community.Right now I am working on weathering some armor and I have managed to apply a paint job and have certain specs and chips out of the paint look like they have depth using the height slider. On the Material channel I can see that these chips and what not have depth by rotating the light. I needed to know how to combine the Diffuse and Height maps to make the actual 2D texture display the depth or at least when it is put in game to have the texture correctly display the depth when light hits off of it. I've looked up tutorials all over the place but I can't find anything. Hopefully someone knows what I am talking about.
Hi everyone! Does anyone knows how to convert textures on ratio mode? for example some smart materials come with roughness connections with bnw_spot_2, but if I want to use the same parameters in height or specular and connect bnw_spot_2, it now appears with a 2d icon but the others have a 3d icon and the result is diferent.as you see on the image attached.I realy appretiate if anyone can tell me how create my new connection whit a 3d icon and its parametersThank you very much.Alejandro AM.
I'm having a couple of technical issues using UDIMs in Substance Painter: 1) Everything I do runs extremely slow.2) When I update a material it doesn't update in the viewport most of the time. Even if I delete a material it still shows in the viewport. If I delete a material and add a different one it looks like they are layering, even if only one material exists. I'm using black masking and have double checked to make sure the faces aren't assigned to multiple masks. I had 32GB of memory and it was maxing out so I added another 32GB. It doesn't max out now but the issues still persist. Anyone else experienced this? Any ideas? Thanks!
Hi! I'm working on a big object devided into multiple materials each with 4K textures. How would you go about covering the seams created inbetween the materials? I'm interested in solution for this specific problem, but am also interested in alternative workflows for big objects with multiple, seamless textures as well 🙂Thanks in advance!Tim
I just brought the steam version from Substance Painter. I know this licence is perpetual. But there is a way to have the licence.key from steam because adobe say that in September will be the last day to download the licence key, but I dont know for steam users if this is applicable.
Is there a way to make a layer with opacity show the layer beneath it?I can achieve the result I want by exporting the opacity map, then re-importing it and using it as a mask, but there must be a more streamlined way to do it. I've tried all the blending modes, including on just the opacity channel for the layer, but nothing seems to work.Am I missing something?
When I want to get mesh TBN by designer input.Then import sbsar into painter.It's all get from 1001.Mesh Based Input | Substance 3D Painter (adobe.com)But Mesh Map is all right.Can it support udim?Because version?
Hello Any chance to convert substance painter smart material into sbsar file to be used in other engines like unreal? Best regards
Hi there.I seem to be having a very annoying problem.I am making a photogrammetry material tileable, I do this by adding a simple fill layer, this fill layer has a base color and height map and ontop a paint that is set to passthrough for both maps. I then use the clone stamp tool. however, the clone stamp tool causes artifacts in the heightmap. bit depth is 16 and I tried changing it. I also tried changing the imported file type but nothing works.This is what the artifacts look like, it might be subtle but it is quite visible when the light hits it.Is there any way to fix this?
Hello, I got the following Problem:Im importing Garments from Marvelous Designer to Blender to Substance 3D, but whenever i want to texture my garments, theres a bug where i only can texture certain areas.
Hi! I have a question. Im working for an AA studio using the latest version of Substance Painter, now by adobe. I have an Nvdia 3070, and 64 GB Ram with an I9. Everything updated. (I can't send/post anything) My task is to "correct" this file made by the previous guy, BUT here comes the issue :He made 10 versions of the same character INSIDE the same file. We are talking about 10 Folders containing at least others 15 folders with all the materials, generators, maps, masks etc. So as you can imagine it take like 18m to open and 6m to do every single action even in 512 res. IMPOSSIBILE. So, the question is. How can i work on this? 1) Is better to take all the materials and reference them? Or it s worse? 2) Maybe use 1 Folder with 1 set of materials and just change the colors/generators/maps without copying more materials in more folders. 3) Another suggested method? I CAN'T divide the file in 10 other single files (so, 1 fime per
This course shows you how to prepare your 3D model for efficient use in Substance 3D Painter using either Maya, 3Ds Max or Blender.
Looking for a Substance 3D artist that has experience with characters and photorealism there are several small objects that will also need to be done through substance most of the UVs are applied what is primarily needed is substances painter to complete these mostly done models. Experience with 3D Studio Max or Maya is a plus, some modeling experience is a plus, Zbrush ++ Project will likely be on going on and off for the next several months may continue further so looking for a person who has availability sporadically after the initial push. Estimate 15 to 20 hours in the first few weeks or so, can't estimate hours after but approx 10 to 15.
hey what are these black jagged spots?i googled alot some say they are normals facing the wrong way but when i look inside blender it all looks fine all of them the same colori even turned backface culling on and it looks the same....they dont appear on the model itself in the 3d viewport..can anyone tell me how to fix it in 2d viewport?need the textures combined into 1 map because im modding an old game so using the 2dxport option and i need it without errors any setting ive overlooked? thanks for your time
Here it is:Anyone knows why it is so bad?
Hello all, I'm trying to paint something on a round texture via Projection and symmetry but unfortunately the texture gets warped the closer it gets to the symmetry line (both on top and bottom). I've already tried multiple other settings and techniques but nothing seems to produce the result I'm looking for. Here you can see the effect in question: Is it even possible to have it no warped but still use Projection and Symmetry?
I just installed the trial version of Painter, but it says that the trial is expired, I havn't used it yet so how can the liscence be expired?
Hello GuysI'm going crazy with this transfer workflow! I have a valid Substance Student license, but I can transfer that to my AdobeCC account. No option for import license, just buy subscription. Tutorial on Adobe/Allegorithmic websites not match the interface that I use (Adode CC or even website). I used the trial, but now I cant run anything...Anyone could help me on that?
Buen dia. alguien me podria ayudar? el año pasado me descargue una vercion estudiantil en la cual me pedia unas licencias. este año me cambie de pc y tengo que volver a descargarla, y no la estaria encontrando en la pagina de subtance peinter a la vercion estudiantil.
I'm using Painter for many years but that never happened to me before. I'm creating a material, some painted layers, some fill layers with anchors. Additionally I have opacity and emission channels in some of my layers. Material isn't particularly complicated or complex, but first problem is that Painter starts to be laggy and responds very slowly (with 1024px texture, that's not possible to be laggy at all). Second, after saving smartmaterial (I wanted to reuse my material later) it does... nothing. I'm not able to do anything more, the loading bar just under the viewport is stopping on 100% progress and that's all. Newly created smartmaterial doesn't have a thumbnail, and the funniest part is that if any of the other smart materials weren't loaded before creating my new smart material, they won't load (I mean, theirs thumbnails, but nothing can be done at this time, I can't add new materials, do anything, nothing is happening). Two or three times when I was closing the app (or maybe
Hello! When exporting a texture, the image is distorted. I'm sure the problem is in the UV of the model itself, but everything is displayed correctly in the SP viewport, is there a way out without changing the UV itself?
Hello experts, When I am working on building glass material for low-poly models, the sharp edges are preventing me from rich reflections which is crucial for realistic glass rendering results. Other than fixing the model, can we optimize this in Painter? I am assuming if I can have Painter find the edges and take advantage of displacement? Frankly don't know how to do it... Thanks in advance. Or any other advice about making good glass effects on low-poly models are also appreciated.
Hi. I am having a problem when rendering a scene into Iray. If you look at the picture when I zoom onto my scene some the objects in the foreground partially appears depending how close they are from the camera. Any idea how to fix that ? Francois
Hi ! I'm new to Substance, and there's something I can't figure out. Sorry if it's obvious but I've not found the answer yet, so I hope someone here can save me 🙂 > I export from Blender a LowPoly mesh and a HighPoly mesh that has a Multiresolution Modifier.> I import the LowPoly to Substance and Bake the maps using the HighPoly mesh.It does something, but the model still looks as blocky as the Lowpoly Version. I'm guessing it's because Substance doesn't add Subdivions, but I see all these tutorials where people have their model super clean in Substance, and I'd like my texture painting to be precise so I'd need that as well. Is there a way to keep working on the lowpoly model but for Substance to let me work on something looking like the HighPoly model ?Attached to this question is an image of what it looks like in blender (on the left) and in Substance. It's more obvious on the armpits and clavicles. But the nose and eyes also are all over the place
Hi, I'm wondering if you can paint a 360 Panorama in Substance like you used to be able to do in Photoshop? If not, what Adobe product did that feature switch over to? I hope 360 panoramic illustrations are still possible 😛
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