Connect, learn, and get help texturing your 3D assets.
Recently active
hi i want to buy substance painter for my personal use. but my country is not in eligible list. if i have to buy it through a reseller , how long will it take? and what is the process?i want a cheap one. is it possible to get one below $20?
Hello all, I have downloaded a font style that I need to add to my Painter Library and my question is How do I install the font into my Library ? I have tried the import resources method but it does not see the font . I did do it successfully once before, but was quite a while ago and seem to have forgotten how I did it !thanksRaymond
I'm trying out the new path tool to create a layer mask, and I'm finding it strange/unexpected/frustrating that paths aren't effectively on the "stop" of the stack when it comes to the various strokes that make up a mask. The following video shows what I mean about this. I create a new path tool in a mask. I then erase a portion of the mask. Later I manually paint a new portion of the mask, and then erase it. The issue is that the Path doesn't take precedence over those strokes. You can see as I drag around the path vertices that whatever has been manually erased/drawn is on "top" of the path's contribution. https://youtu.be/1aMjuOYv2d8 Is there some way to bring a path to the "top", so that manual erasures don't erase the path's contribution? I've found that simply duplicating the path doesn't work (the duplicate seems to be at the same position in the stack). But if I Copy the path, and Paste it, it gets pasted on the top of the stack. So, technically I can get the pat
Hi, thanks for replyI am working on a python plugin to manual control all the silder value in Mesh map by using our product,We noticied that there isn't a callback event to get the notification that user change to other texture, or we didn't find it?Is there any other work around that we could be able to know that the user's currently activate stack has been changed?Thanks for any reply!
Hey, I'm new to substance 3D painter and am having an issue where whenever I import a mesh (From Blender) it seems to show some sort of shadow. (As seen below) I have looked over the UV map of the object and all apears to be okay. I have baked the texture multiple times but the brown and darker shades have not seem to go away. I have watched countless videos and serched around and have found no one who appears to be having the same issue as me. Could really use some help Thanks!
In substance painter, I often want to inspect the textures after baking. For example, I want to look at the normal map to see if there are any problems. unfortunately, I can only figure out how to view small thumbnail images of each baked texture. How do I see large, high resolution versions of the baked textures? If I go into the 2d view there is a base color drop down, but that doesn't include half the baked maps. for example, there is no option to view the id map or the world space normal in that drop down, so for those maps, I usually just squint at the little thumbnails and guess that everything is fine.
I have a couple of layers, with Smart Materials, and on each of these layers, I use the Geometry Mask to select only certain objects in my scene. The issue that I am encountering is that some other objects, that aren't part of the mask in that layer, are also affected by it, and some of their faces have the layer data applied to them. I've been trying to understand the issue, but haven't been able to find a solution so far. Any pointer or ideas about how to solve this would be appreciated. Thank you.
Hi!I am facing some issues trying to bake in Substance.I attached to files That I created to test Substance.Here you can see what happens. A very bad edges. I am using here 2048 in resolution that need to be enough for a so simple geometry.What I am losing here? thank you
Hi guys. Im fairly new with S3DP and was wondering if there was any ways to hide part of the models in Iray when rendering. Thx in advance. Fran
Hi, so im using substance painter to create decals. I'm confused. I have watched multiple videos on masks and i get the gist, but for some reason, it's proving very difficult. How do i add different colors? Every time i try and add one color on a separate layer it affects everything.
Working on a project and I was in the middle of a brush stroke when the project autosaved. It didn't cause any issues, and I was able to CTRL+Z the interrupted brush stroke away, but I thought it would be good to bring it up. I can't imagine this ever causing major issues, but I personally think it would be a nice QOL feature to have the project not autosave until you're done stroking.
Although I baked curvature map and added curvature smart mask & curvature generator the map kept the same I tried turning of auto tone mapping with minimum -0.1 and maximum 0.1 it was affected but the rest of maps changed I tried to add layers, turning all the layers on and off this map never changes using layers, colors, generators or smart masks
Maybe I arased 'em... Somebody share .sbsar "Curvature" and "Ambient occlusion" generators plz
Similar to the new warp tool in the 3d view it would be super effective to have a way to do that in the 2d view, similar to what photoshop does. I find myself switching over to photoshop to do this currently for clothing seams when I want things to ride along the edge of a uv island. I feel like the tools are already there they could just be added to the 2d view. I'm assuming its not that simple but really think this would be a very solid tool.
version 8.2 (the latest one)windows
Hello!Is there a way to import geometry in world scale and position rather than have it always be adjusted to a 1-size-fits-all bounding box?When doing adjustments to the mesh that affects the overall bounding box size of the asset preserved strokes and so on will get messed up.Thank you!
Hello! I'm trying to bake using cages in Substance Painter. The plaster on the nose should have dots on it uniformly, right up to the edges, but the edge has artefacts on it instead. During the bake, this image briefly appears where the artefacts appear:The UV of the high and low poly models are the same so I can't think of what could be causing this issue. I've tried both a flat cage just hovering over the plaster and an all encompassing cage surrounding it but neither have worked.Any help would be very much appreciated! Thanks!
I'm trying to drag an alpha file into my screen but nothing happens when I do this.
Hi, so been at this for a few hours and very lost. Basically, I have made some leaks in Painter, I am trying to use them in Unreal and they work great. Until I try and use a mask over it and it shows the image in the background. I am quite new to this all, so any fed back would be a huge help. The image where the red arrow should be invisible. I have tried countless versions of exporting / only exporting opacity, ect. Just stuck. Thanks for any help
So I'm having an issue where I want to bake the normal map of part of my model. I've included the high/low prefix for the parts that I'd like baked and left the other parts without naming prefix's. Substance still produces artifcats on the parts that I want left alone. Why is this? See the artifacts on the edge of the coat in the image I've attached. Theres no high poly mesh to bake onto this so why is it producing these results?
The texture seems to be projected as if there was only one UV tile and all the UVs shared it, which seems to be some sort of bug. Is there any explanation for this?
Hi I need a solution keep getting this error whenever I try to uplaod an FBX file, I tried import a simple cube from blender and I see this error[Scene 3D] Failed to load 3D scene.No meshes in sceneThamks
This may be a very dumb question, but a client sent me a file with docens of materials and 7 udims (and me being a noob at this workflow didnt realised that having materials is an issue if not planned), and now i cant use the textures because instead of 35 i have 250ish textures.. so im ussing TextureSetCombiner (TSC) to put them back toghether but TSC doesnt work well with udims as far as i can see, soooooo.... TLDRi would like to edit the "Document Channel+Normal+AO(With Alpha)" (the preset that works with TSC) export Preset to put the "_AO", "_BaseColor", etc. at the end of the texture filename, instead of the UDIM Number, but aparently that export preset is not on the list of editable presets so, im a bit loss on what to do...any suggestions??
Hi, Is it possible to remove disabled texture sets with the API? I checked the documentation and I can't find any reference to it.
Add a $material keyword for constructing the output filenames for textures in the Output Templates that replaces $material with the name of the top level material or smart material that you have active on a given texture set. This allows easy differentiation of the resulting files when you are generating multiple variations of a model. For example, I have a chair model called CHAIR. It has 2 parts each with a unique texture set called CUSHIONS and FRAME. I then apply a blue cloth material to the cushions called "BLUE TWEED". I then apply a wood texture to the FRAME called "Oak". In my normal workflow, I generate dozens of variations of materials for my objects that I then use in another system to allow my customers to quickly and easy customize the object with a choice of material textures. For example, I sell a chair model that the customer can use and click on to pick from a list of 20 to 30 wood textures or another 20 to 30 fabric textures for the cushions. With the way Substan
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.