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Hi all, I've importaed by uvwrapped mesh to Substance to get a decent wool texture for a turtleneck sweater. Almost everything is perfect on the UV Project mode, save for one thing: the center of the neck is curving instead of creating perfectly vertical/linear strips of wool. It does it correctly in triplanar mode but then the sides of the neck look strange. Here's my UV map and wireframe from Blender and a photo of UV Projection and Triplanar Projection as well for you. Rotating various parts of the UV and changing seam locations sadly did not help. Any ideas what the issue is?
I am having an issue where I imported a material created in Substance Designer into Substance Painter. When I go to paint with the texture selected, the resolution is very low. When I apply the texture onto the sample project the resolution is high. I was wondering what the issue is and how it can be fixed. Below I have attached the photos to show the discrepancy. Thank you.
I have attached a gyazo showing my issue - if I don't hold my mouse down, the dropdown will disappear. All options are greyed out. https://i.gyazo.com/7782c641a90ea7b7d246273bb093df9e.mp4 This was working yesterday! Windows 11. Latest Substance version.
Hi all, ive been having this issue on and off for the past week or two where substance painter out of nowhere doesnt respond and i keep uninstalling and deleting folders then reinstalling and it keeps happening eventually. Attached is the log file any help will be much apprecitated.
I am absolutely losing my mind. I'm going insane. This issue is even causing me chest pain due to the pressure of me literally needing this program to work to do my schoolwork. No matter what I do to import this Maya object(Yes, I am even using the .obj extension, AND used the .fbx extension to no avail) it just does not want to woooooorrrrk ;^;It keeps popping up the error messages of "Unable to locate material file" and "Skipping one or more lines with the same contents" and I do not know how to fix it, I have tried absolutely everything- and I know it's broken because despite saying something is loading, it never ever does, it's STUCK- Please send help ;^;
Completely blocked at work. Each time I start a new project, Painter crashes after the "New Project" dialog. Have tried importing fbx and obj- neither let me begin a project without crashing. Crash logs have been uploaded
Is it possible to repeat such a result as in "zbrash"? help set up alpha.
I've been working in with new Shelf introduced with 3d painter and I still can't get used to it.I can't work efficiently anymore and I don't know what to do. Are there any tutorials or guides on how to make better use of it?
Hi o/ I try to bake a .OBJ sculpt on a .FBX low poly before start the textures and i tried all i know but impossible to succes the bake. My sculpt is rlly high poly so i separate it in several parts, and do exactly the same on my low poly.Each time i try to bake a part, substance take its time, it's ok but it give me empty map or map with nothing on it. Here : thickness, diffuse (it's ok here i didnt put color for now), curvature and normal maps I checked all files, and all high poly and in correct position on the low poly.I tried to import again both high and low poly files, to reduce resulution, to reduce weight of file by separate again some parts.I had some error some time like "mesh normals are invalid", "unexpected illumination model" or the last one this morning : "no object detected to attach a new mesh instance". Some time Substance tell me that the bake failed but even when it didnt failed, i'd the same problem of empty maps.I tried
Is there a way to add a new Texture Set inside same Project?
Hello, I ran into a strange problem yesterday. I tried to bake a high-poly on a low, and it was fine, until I noticed that there was no normal map around the corners of my mesh, but the normal was ok a bit further. As you can see in the picture below, on my mesh, the ambient occlusion baked well, we see a thin dark line, but the normal map doesn't appear at all, it only does when we go a more in the middle of the face. So, I tried on a simple cube, to see. I didn't touch the UVs, it's a basic cub unwrap, and the high-poly cube is the same size than the low-poly. Here's my high-poly : And that's what I have on my low-poly after baking : As you see, the normal map in the middle is fine, but there's nothing around the corners, only the ambient occlusion. If I check on the normal map : And here are my baking settings I tried to change different parameters, like the ray distance, and all, but it fixed nothing. It might be a totally dumb thing, but I can't see it x) Thanks
Does Substance support vertex painting?Meaning, can you use a brush and pain on the vertex information / polys?
Hello guys! How are you doing? Quick intro:I'm trying to take out MARI from my workflow and replace it with 3D PAINTER (much more intuitive, modern, and with a more friendly workflow. Also cheaper for me cause it's included on my adobe package) but I'm having a hard time with projection tool.Here are some of my problems/points and questions.- I need the projected maps to be exported 32 bit with the RGB maps separately (R= larger displacement, G= small displacement, B= micro displacement). I achieved that by projecting the maps in the DIFFUSE slot instead HEIGHT (height will export grayscale only, correct?) That's not a problem on my workflow, I'm only projecting these maps to be exported and applied back in Zbrush. -Projection tool stencil most of the time just won't show up in my viewport when MATERIAL is being displayed. It shows properly when I change to diffuse but this way I can't see properly the mesh details to project into. There's a way to fix it? I've seen some old
Is there a way to bake the HDRI reflection into a texture. eg in the 2d output template or otherwise.I am thinking about the baked reflections in glass or a metal object. Thanks in advance for any help RegardsC
I'm using a low poly mesh from blender that is correctly UVED ( No overlapping UV's as seen in the picture)I have separated the main mesh into three meshes. I only want ONE of those meshes to be baked by another, high poly mesh. I only want the main skull to be baked as seen in the image. I DONT want the teeth or the " leather" straps, ( the flat strap-like mesh on the back) to be baked. I export those three meshes together to a FBX file and then into Substance painter.I then select my high poly mesh in substance and check " By mesh name" in the baking options. However when baking there are artifacts all over the place. I thought this method was literally designed to circumvent this? I can't understand what I've done wrong. I've paid attention to the case sensitive suffixed _low and _high. Only the spesific mesh I want to bake has the suffix. And only the specific mesh i want to bake has a high poly variant. The two other meshes has no suffix and no high poly varia
Current Substance Painter Version:The two regions I am sampling colors from. They are not the same color, confirmed with photoshop color picker. At the time of color picking, this reference image is being displayed on PureRef on my one and only monitor.In Painter, these are the color picking results. Face color(left), suit color(right). Although they are both #FFFFFF, the display color space on the bottom indicates Painter recognizes they are different colors. How should I adjust my color management settings so painter can pick up those colors?
I noticed that there is something wrong with the baked normal maps when exporting to Sketchfab. So I baked a simple box with soft edges with a hi poly box with sharp corners.In Substance View the result looks as expected but not after exporting to Sketchfab.Here some screenshots:
HelloI have issues with generating a normal mapI have a really simple LP model and a simple HP modelwhen baking,there are weird "artifacts" like this happening : I checked face orientations , materials, and they all were fine
I'm trying to export out UDIMS via code, but I'm getting this error message: [Plugin - export-textures] Exception ExportError: The map export is not available when using the UV Tile workflow (qrc:/js/mapexport.js line 24) is there any other method I can use to export UDIMS? as by using these 2 seems impossible:alg.mapexport.savealg.mapexport.exportDocumentMaps thanks in advance!
Hi 🙂 I'm currently trying to bake/texture a prop but a couple of parts on it are showing as translucent. online it says to flip the face normals and when I do that it does no longer shows as translucent, but it then can no longer be painted on. Let me know if anyone has a fix 🙂
Why was this basic functionality changed in the Substance 3D Painter? Previously you could continuously adjust the offset, which was great. Now it only goes from -1 to 1 which is not great. If I'm working on a UDIM tile 1028 and drop a fill layer down with a shape in it and I want to move that specifically in the UV window, it's locked in place to UDIM 1001. I can drag it manually in the window, but that's even worse because it doesn't seem to coincide anywhere in the Properties for the fill. If I manually move it, to align to something on my UV tile out on 1026 and decide to make minute tweaks using the Offset slider int he properties, it just resets back to 1001 because the sliders max out at 1 and 1. This is madness.Every other 3D software uses a UV offset as a limitless float, so why in the world would you change it from that when you had it set up like that in the first place?
Hello. I just purchased Substance Painter 2022, and started learning it today.While I was working on a new file, I noticed that certain things weren't working the way people were saying it should, and then I noticed that the "World Space Normals," "Position Gradient," "Thickness," "Curvature," and "Ambient Occulusion" are all missing from the "Generator" feature, every time I create a new project.*(Screenshot provided)*If anyone can help me resolve this issue, it would be greatly appreciated. Thank you.
I exported my mesh model from Zbrush as a high-poly .fbx file. Now I imported the .fbx file into my substance painter and can't paint any textures on it. How do I fix that? Also, I already UV mapped in Maya and then Zbrush. Does that affect my texturing process as a Substance painter? I will provide the .ssp file. Thank you.
HiI'm following the begginer tutorial (amzaing tool, thanks for it), everything has been working smooth untill I get to the brush part.I'm usignt the FBX you guys provided. I'm trying to paint the details in the oil lamp, create the paint layer and I have been trying to make it work. I haven't been able to make it to do as the video.I restar the computer.Any help. I will appriciated. Here is the project.
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