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Hello Adobe! I think this is a universal problem and pain - the inability to update changed geometry with an identical UV, without breaking the brush strokes. I hope that your team will do something like the "reproject by uv" option, so that the uv space was used when reprojecting onto updated geometry. For commercial work this is now the most important feature for me - the convenience of changing the mesh during the texturing process
Substance Painter is often used with a tablet, so Maya navigation with middle mouse button is not suitable. The way Zbrush does their navigation is perfect for Substance Painter, so this should be an option in preference.
Paths right now exist in some kind of vague order super position of being both on top of and behind brush strokes that as a user I don't understand what's going on. As a programmer I can make a guess but. Let me give a common example:I'm not sure of the shape I need, but I want to fill that area, flexibility to change my mind is key. So I use a path to define its outer edge. Now when I go to quickly paint the back fill area it turns out I've painted over top of the path, silly me I didn't notice in time to undo so I have to erase it, but I erase the path that I still wanted. There's nothing I can do, the path is gone. When I duplicate the path all of the painting changes gets duplicated with it. It's like there's some extra information stored into this path I can't interact with. But if I start drawing a new path, then copy the verts and copy the brush I get the path back in full form.From a user point of view the definition of the path is external to the painting commands and there's
as title.
as title.easier for copying over stuff. instead of dealing with the hassle of exporting smart materials.
Good!It would be cool to implement a $channel or $User0-$User1to automatically rename the channels
All related to projection painting is super inconvenient in Painter. The warp projection haven't changed a thing. I believe nobody use it really. Even in Blender it's way easier. I can't even scale that warp projection precizely because it does only from the image center , not with arbitrary center of transform i could do in any image editor. Messing with mesh deform is quite inconvenient either . Would be so much easier to save a camera /frame bring it to photoshop and use puppet warp and photoshop transform gizmo where you can set center to scale and rotate around at exact pixel you want . I used same feature all the time when I used Mari . it's so much more convenient . For example I have a building facade photo and want to scale a window to match specific model window .
like it's in 3d max uumap modifier. So if I have a wall I could fit projection to the wall and then to bitmap dimetion if necessary . Right now I have to manually do it and it's tremendously inconvenient . Or let us chose another UV set on object please
I am new to substance designer but one of the things I've notice is is lack lateral integration with illustrator and photoshop. Specially the pen tool and masking features. I come from the 2D apparel graphic design world and trying to integrate 3D design into my work. I think it would be a great idea to either make the workflow from Pt to Ps and Ai easier or bring some of the power of those tools to Pt. I think the having a true pen tool like Ai and Ps would speed up my work faster in Pt. Also the having the ability to draw with pen tool on iv maps and seeing the updates in real time on the 3d viewport. Also if there was a way to texture the imported svg vector would be nice too. I've tried googling and YouTube to find the answers what I'm asking for and they don't directly exist. All of these apps should work hand and hand so much so that the workflow is seamless.
There are probably methods around this problem, but I would love it if substance painter is able to have more granularity for rotation values when projecting masks. Meaning. instead of 90 degree intervals, create a slider which the user can specify exactly the rotation degree they want. I do like the pullout menu for convenience though, so I would not remove that. I would even add 45 degree intervals which would help with the above issues. The tiling and other parameters of course would have to work with these non-aligned to axis rotations. Thank you and keep up the good work, -Mike
I love the paint-along path tool, it's amazing, But I have one gripe. I have a library of paint tools that I would like to use on a path, but as far as I can tell, that isn't doable. Paint tool presets only apply to paint and path presets are separate, so in order to use existing brushes I'd need to redefine all of their parameters again manually and set it up as a path preset, which means I'll have doubles of tools in my library, and there's no clear way to even differentiate between a path tool and a paint tool in the list.Seeing as how the only difference is two extra parameters in the path presets, I was wondering - wouldn't it make sense to merge them so that presets can be used for both?If there's some underlying issue that makes this impossible, the next best thing would be a way to allow dragging a brush preset into the path tool panel to apply the brush settings, similar to how you can drag materials into the material mode slot.
When sharing projects with other artists, it can be useful to leave notes/comments on layers (or else). This feature would be especially useful for teams, but also for complex projects or tutorials. This thread has been created in regards to a future QOL (Quality Of Life) release. We’re trying to prioritize users’ needs; therefore, your voice is very important! Please write your feedback below and don’t forget to vote for your favorite suggestions!All shared images are purely for visualization and not functional features.
Currently, the displacement’s value is a slider from -0.5 to 0.5. We could change this current behavior for values like Substance Designer with a Physical size units. Having similar values as other 3D apps will help having a more consistent visual between apps. This thread has been created in regards to a future QOL (Quality Of Life) release. We’re trying to prioritize users’ needs; therefore, your voice is very important! Please write your feedback below and don’t forget to vote for your favorite suggestions!All shared images are purely for visualization and not functional features.
Details are still to be discussed, but we often need to have a similar parameter (tiling, rotation, etc.) between multiples fill layers. How convenient would it be to copy and paste a parameter? This thread has been created in regards to a future QOL (Quality Of Life) release. We’re trying to prioritize users’ needs; therefore, your voice is very important! Please write your feedback below and don’t forget to vote for your favorite suggestions!All shared images are purely for visualization and not functional features.
Allowing artists to select multiple resources from the library. This would make it possible to drag & drop several assets at once in the layer stack, delete multiple resources, etc. This thread has been created in regards to a future QOL (Quality Of Life) release. We’re trying to prioritize users’ needs; therefore, your voice is very important! Please write your feedback below and don’t forget to vote for your favorite suggestions!All shared images are purely for visualization and not functional features.
The title pretty much says it all. Having the ability to quickly display a single Layer without the rest of the layer stack. This thread has been created in regards to a future QOL (Quality Of Life) release. We’re trying to prioritize users’ needs; therefore, your voice is very important! Please write your feedback below and don’t forget to vote for your favorite suggestions!All shared images are purely for visualization and not functional features.
A simple Asterisk next to the project name would indicate rather the project has been saved or not. This would be a simple reminder of the project’s situation. Not saved: Adobe Substance 3D Painter (Substance Edition) - JadeToad* Saved: Adobe Substance 3D Painter (Substance Edition) - JadeToad This thread has been created in regards to a future QOL (Quality Of Life) release. We’re trying to prioritize users’ needs; therefore, your voice is very important! Please write your feedback below and don’t forget to vote for your favorite suggestions!All shared images are purely for visualization and not functional features.
Adding RGB values below the color picker when hovering a color. This thread has been created in regards to a future QOL (Quality Of Life) release. We’re trying to prioritize users’ needs; therefore, your voice is very important! Please write your feedback below and don’t forget to vote for your favorite suggestions!All shared images are purely for visualization and not functional features.
Currently, there’s a choice of 7 colors to tag a Layer in Substance Painter. With this QOL update, we would let artists make their own color instead of choosing between the current ones. This thread has been created in regards to a future QOL (Quality Of Life) release. We’re trying to prioritize users’ needs; therefore, your voice is very important! Please write your feedback below and don’t forget to vote for your favorite suggestions!All shared images are purely for visualization and not functional features.
For instance I have a texture 512x4096 and want to save it 512x2048 . I have to go to Designer or Affinity Photo for that . Adobe ,please make it possible to save in whatever size I want and add pixel interpolation options . Like Lanczos3 non separable in Affinity photo. The best pixel interpolation so fat for textures IMO where I don't need to put extra sharpen node that adds its own artifacts .
I am using the same model for many unique painter files that need to have their own unique texture names on export. Would like to have a $fileName flag for export so I don't have to manually manage them afterwards. Unless something exists already, could not find it in my searches.
Hi!Since Substance Painter came to 3d artists hands it has always been a desirable feature for every texture artist to have an ability of sending current work into Photoshop and get it back to Painter.Why? -Because Photoshop has its unique brushing ecosystem which has became native and habital for many handpainting texture artists. So I assume 3d artists don't expect a full layers stack interoperability between Photoshop and Painter because functionality are too different. But if we could send to Photoshop and pick back some specific basic color layers, as a projection or as flat layers method, it would be super helpful and game-changing!
Can you enable the paint across UDIMs to work with exporting to photoshop, it would mean a great deal for artists that will have to make a paint kit for their textures.Thank you so much
We are working on a heavily automated workflow with lots of assets of the same kind.Therefore we need a lot of tools and scripts to make it work.We would like to use the "Remove unused resource" function from the Python API.Please add it to the interface.
We are working on a heavily automated workflow with lots of assets of the same kind. Therefore we need a lot of tools and scripts to make it work. We would like to use the "Export Mesh" function from the Python API.Please add it to the interface.
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