Connect, learn, and get help texturing your 3D assets.
Recently active
I have a mesh for which I auto-generated UVs upon import into Substance Painter. This means (please, correct me if I'm wrong--this is my first SP project) that I have to export the mesh in addition to the textures from SP because I cannot use the textures on the original mesh since the UVs are different. Here's my problem: After building the textures in SP and exporting the mesh, I noticed an issue that I had to adjust on the imported mesh. This issue could not be fixed on this triangulated mesh--it's a symmetry-related issue--so I had to revert to the original object. Now, I have fixed the issue but I obviously don't want to build the textures for this object from scratch. My question: How can I import this mesh, to the *same SP project and apply the textures to it? I hope I make sense of this question! Any help is welcome and appreciated!
Hi,Is it possible to rename a texture when I do an export?. I would like to export out variations of the same document, but it is always overwriting the previous export. Would be nice if i could add an _1 or something to a specific export map. So I can get multiple color variantions without overwriting the previous. Thanks.Bart
I am trying to bake the mesh maps from my seat model, but i am left with weird artifacts(see picture).These artifacts are visable in the ambient occlusion, world space normals and the position maps. The mesh is correctly uv-unwrapped btw. Does somebody know what the problem is??
I have imported decals as PNG and tried to add them by using alt and dragging, a new layer is made but nothing shows up on the model.can anyone please give some insight into why this is not working?
For only one specific model file I try to paint in substance painter, neither the x or y symmetry show the cursor to paint on the other side which prevents me from painting on the other side but the z and radial symmetry do. I have tried to upload two small gifs showing it. I have tried the x and y symmetry on a different model file and it works fine.
I use 3ds max for the polygons, but why after painting with substance this comes out translucent like this. It looks solid on Substance 3D
Hello. I am working on a project that requires me to stamp the attached alpha to my model. However, the alpha is wider than my model, so I was wondering if there is a way to only scale the alpha in just 1 particular axis (X Axis only). Thank you.
I need to have access to my Allegorithmic account prior to Adobe's purchase of the company in order to obtain my license to the Software. My problem is that the email to which it was linked has ceased to exist. I need your support to solve the problem.
I have this model that I made. I exported it from Maya and when I put it into Substance painter I cant use smart materials and color only one part. Like For example I want to color the Rims but The whole model gets colored. I just want to be able to color one part at a time without affecting the others. Here is my curent layout of my UV down below.
I have a house model, When I try to apply a brick material to it bricks are looking very big , So that I scaled down the material to adjust the size. But Quality of the material is lost. I attached the images of before and after scaling. Before scalling quality is good but size is very big, but after scaling down to correct size the resolution of the material is pixelated. Please some one suggest me to do this in correct way. This is not ony about the bricks, other materials are also behaving like this.
Hi. I've purchased an indie license for substance painter in 2019 and canceled it some time in 2021. However I do still have 313 points for the 3D assets store on my substance account which haven't migrated over to my adobe account after linking them. I do still have access to all the textures that I purchased with the accumulated points on my adobe account, but the points aren't there. I'm just concerned that when substance3D.com shuts down in September that I'll also lose all the accumulated points on my substance account. Anyone know how to handle this?
HiI was wondering what is the correct way of using the Displacement (height) map and the Normal Map exported from substance in a Arnold Standard surface shader.. together.To be precise, I do know how to hook them up and all. It's more about how to make sure that the Normal map only creates the finest details. I'm not even sure you are supposed to use them together. Would a correctly set Displacement with autobump already do the job of a normal map? Is using them both basically redundant?Once you create actual height variation, are normal maps necessary? In zbrush I remember having the option to bake the normal Map only for the highest subdivision levels of detail. Is there a way to do something similar in SP?Is using Displacement without autobump in combo with a normal maps better then using Displacement with Autobump and No normal map?
Hi,I have a problem with importing meshes of different Types in Substance painter. I added a screenshot to show what I mean. Even with simple objects from Blender or Zbrush (ring, plane) I get these stretched artifacts in painter. I have not found informations about this problem yet. Does anyone know what I am doing wrong ? I doesn't occur with simple a cube or the icosphere of blender. The thing is that other programs like Vue have no Issues with the created UVs in my objects. It occurs just in painter.
hey guys I'm really new to substance painter and I noticed when I'm painting on textures whenever I zoom it scales the texture up or down depending on how close I am to the model making difficult to get precise detail . Is there a relative detail setting that keeps the texture size the same despite the level of zoom?
Hi,I am importing a lowpoly model from Blender into SP. SP only bakes only the maps for one texture set. The other two are empty. When I manually try to bake all maps for all texture sets, it doesn't work.Here's a short video of my problem: Any idea what I am missing? Also when I import an obj another texture set is the "base", e.G. the body...but then the head is missing...
The generator selected by my Substance 3D Painter boost is not a Substance file. What is the situation?
Ok I´ve been trying to connect my Substance3D account to my Adobe account but all I find it that I have to save my invoices from the billing tab on the Substance3D website but I have a student account and thus no invoices to save. I´ve also found that I can just save my license key to log in on a new device but what happens when my license runs out, will I just be unable to renew it and have to start one of the paid subscriptions on the Adobe website?
I just bought Substance Painter 2022 yesterday on Steam , but i try to access to the community assest but was denied.
Hello, I am new to substance painter. I'm trying to make a ground concrete material on a plane but I don't know why the height & normal details seem blurry and pixelated.Texture filtering, shader quality are set to high. Mesh maps are baked in 4096 res.Is it because the scale of the plane is too big(scale~120) and that is normal to be blurry when I zoomed in?
It happens to me that I have imported several textures or materials or else, but then may be I changed those in external program and I have to reimport because it seems not to update theones I did already import and so I have clones over clones and stuff is starting to clutter the whole space , so how I can do to selectively eliminate stuff I do not want anymore from my assets?
Hi there! I'm looking to export height maps that use 50% grey as my baseline zero height because i'm displacing negatively and positively. However, when viewing my height channel in Painter, 0 height is always black and setting height to a negative scale doesn't seem to write any data into the height map. Could someone offer some insight on how I might set this up? For further context, I'll be rendering in Blender where the displacement has a setting to define the midlevel which I will have set at 0.5
I get consistent build errors when building from Jenkins on Ubuntu. It always crashes on the import of the first .sbsar file it meets. No prior errors or exceptions happen in the build process. Unity: 2021.2.3f1 Substance Unity Plugin: 2.6.0 (latest) If I delete the .sbsar files from the project, it builds through the same pipeline without issues.I've verified the file permissions on the .sbsar files (I was suspicious of the 'funlockfile' command) and even when set to rwx it does not change anything. 15:16:44 Start importing Assets/_TBP/Materials/TempSubstance/metal_brushed_steel_002.sbsar using Guid(e089682d244ab684dad856e86156404e) Importer(-1,00000000000000000000000000000000) free(): invalid pointer 15:16:44 Caught fatal signal - signo:6 code:-6 errno:0 addr:0x810000b331 15:16:44 Obtained 11 stack frames. 15:16:44 #0 0x007fc759aa13c0 in funlockfile 15:16:44 #1 0x007fc7598e018b in gsignal 15:16:44 #2 0x007fc7598bf859 in abort 15:16:44 #3 0x007fc759
Hi everybody 🙂 I'm very new with subtance painter , and for the first time I tried to Auto bake all UV map.Everythings is perfect exept the Ambient Occlusion Channel... Here the result: For info , it's a low poly model. If someone can explain to me how to resolve that , I'll really appreciate 🙂 Have a nice day !
Hi there i am quite new to substance painter and i am having an issue where when i put a material on my mesh certain parts come out blurry while the rest looks fine Thank you for reading and any help would be greatly appreciated
Hello everyone,I am new to substance painter and am trying to auto UV unwrap a cube that I made in c4d. However, this produces an unexpected result. Instead of the 6 faces in a cross like structure that you would expect, my UV unwrap looks like this: I was not able to use any import settings that made a difference. This is what I have now: Lastly I attached the fbx file as well. Extremely curious what is going wrong here. You'd think that UV unwrapping the most basic cube would be an easy task but apparently not.
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.