Connect, learn, and get help texturing your 3D assets.
Recently active
Hello! Can anyone pls help me on this, I'm new on substance painter so im kinda stuck it would be really great if someone helps
Hello there, I've been facing the issue that substance painter will crash my computer ever since I upped the amount of RAM I have. This issue still occurs with the newly added RAM removed. I currently am using an NVIDIA RTX 3070 tiAMD Ryzen 7 3800X 64GB DDR4 RAM600W PSU.Windows 10Up to date graphics drivers. Currently It has crashed around 8 times and corrupted multiple saves, even if they werent saving at the time of the crash. It Predominately happens when I save or change the texture resolution. Usually it will just blank my screen and sound and go to the boot screen with my RGB lights still on. Shortly afterwards, altough once, with 32gb installed it went to the BSOD giving me the error code: Store Data Structure Corruption What I've tried:*removing the new RAM*Texturing in Power saver mode*Only texturing on one 4k UDIM*Only texturing in 2k*CMD "Sfc /Scannow) (came up without issues)*RAM Diagnostics ( came up without issues aswell)*Updating D
I need to go back to version 8.1.1 because I get errors in new versions, but it asks me for a code to go back to version 8.1.1, how can I get this code?
Hi there! I created a painted wood material as you can see from the pic. Previous to that I created the wooden planks that I would like to show as part of the material (it's for a saloon building) but I'm having issues getting the planks to show with the material unfortunately.However if I hide one of the base layers I made then it shows slightly but obviously not how I would like as I want the full material to show can anyone give any help or advice? tia!
Hi! So I was trying to export my unreal packed SS, but the base color map is blank somehow. It try to reopen it and nothing works. I was on pbr alpha blending shader, all my previous projects exported base color map looking just fine, but I can't figure out what happened with this. Under the log, they mentioned scattering map, but I never click anything bout it before and all my previous project doesnt have the scattering map either. *I switched around different shader and output template, but still it's blank please send help!
I see that on the Painter export there will be a height map, but i think blender [and unity at least] uses Normal map?How do i convert the Height map to Normal map in painter?Also is the map actually Height+Normal?
We have files with certain suffixes we would like to set the default colour spaces for. For example with "FeathersB_RGH.png", the "_RGH" suffix should set it to "raw" rather than "auto". We've tried adding file_rules to the .ocio file (as explained here). Here's an example, but we've tried a few variations and none have worked:file_rules: - !<Rule> {name: Roughness, extension: "png", pattern: "*_RGH*", colorspace: RAW} - !<Rule> {name: ColorSpaceNamePathSearch} - !<Rule> {name: Default, colorspace: default} Our artist even tried specifying it in the Designer project but it still got ignored in the Painter settings. We're using .sbsar files as part of the workflow. Am I able to set this up automatically with code or the ocio file?
Hello, My initial intention was to convert some Spec Gloss textures to Metallic Rough, but I encountered an unexpected error while exporting. I started a new project using PBR Specular Gloss workflow inside Substance Painter: Imported some specular Dissuse and Glossiness textures to the material And now exporting as PBR Metallic Rough But I get an error during the export. And the log:I'm using UDMs Any idea?
If not what program can I do that in? It seems the seams issue was that my OBJ wasn't welded so I got a welded OBJ but it's not ID'd so I have just one of the UV's (UDIM) showing one at a time. I think the color ID's allow for SP to see this as a whole OBJ so painting over the seams is possible. Is that a correct assumption? Thanks so muchRichard
Hello everybody I have been struggling to get a realistic painted steel material, and normally most of the workflows and prepared online assets doesnt look natural, they look like a paint on any other material, i think the paint on steel should look different that a paint on concrete, can you please help me how to get a realistic painted steel material?
Hi everyone, I've started studying substance and I need help.I added grunge, chose three planar projections so that UV seams were not visible, this effect appeared on the edges of the blade along the entire length. what am i doing wrong?
So I wanted to bake a normal map from a mesh, but for some reason it distorts the normal map. It looks like the normal details are rotated. The normals are okay, the UV maps are too, I don't really know what else to do. If I turn off the average normals everything looks fine, except the details are barely visible. Average normals on Average normals off
I have a character that had the UVs updated recently. I want to try and preserve as much of the work I've done in Substance Painter as possible, but when I import the new model all my textures are obviously messed up since the UVs are significantly different. Is there a way to import the model with the new UVs without losing all that work? I'm thinking along the lines of how in ZBrush I can import a new model with different UVs and project my polypaint from the original mesh onto the new one. The models are identical in shape, only the UVs are different. Is there a way to keep my work in tact?
So i work with blender on there in texturing i can make a mask and create seperate masks INSIDE the first mask. Is there a way to do that in Painter? For example: Im making a steel chair. Its going to have Painted Metal as the base. Now i want a mask to show metal edge wear, so there will be parts of exposed grey metal. Now WITHIN those parts of the grey metal which is exposed and has no paint, i want to have a mask so that SOME parts of that exposed metal has rust. So a mask, within a mask. This is my absolute first project in painter so evrything is still new.
After updating to version 8.3.1, there no longer seems to be an option to title UDIMs. This was a very useful feature, especially for quickly making sense of a file when multiple artists need to work with it, working with external teams, etc. Are there any plans to reintroduce this functionality in a future update?
When I try to render my project I only get an entirely grey screen. Any ideas why ? I also tried with 2 different PC but I get the same results.
HiBack in substance after a while and I'm getting clipping between low poly and high poly mesh after baking mesh maps.It's a basic T-shirt in blender. The high poly is the exact same model but with multires modifer to sculpt some wrinkles. I exported the high poly model with multires mod applied and exported the low poly model with multires mod removed. Not sure why there should be clipping like this?Here's how they look in blender:I've tested each them on their own and they texture fine separately with no issues.
Hi, I'm facing this issue for a while now and it's a bit awkward to still have this kind of issue now that Substance Painter is a solid standalone software. Indeed, i can't import (nor export) anything from a network folder, and since in my company everything is centralized in the servers, it's a HUGE waste of time to save a copy of the wanted ressource in a local folder and then import them. Same thing in the other way, i have to export in a local folder, then copy/paste it into the server. I'm probably wasting my time posting this here, but we never know, maybe someone in the dev team will hear about this 🤞 Cheers
Hello everyone!Here's my problemThere is those red lines on seams of a model, and I don't know how to get rid of them.I guess, it somehow related to the first layer folder, which texture is red. And I use different models in same position, but with same material.Even if I hide first red layer, you can still clearly see those blank lines on seams. How do I solve this? It is serious problem for me.Even putting them in Blender doesn't help.I beg you guys, please help.I think this problem applies to texture due to its material wich contains multiple models in it. But how to fill those blanks?Can not upload my file here -_- . So I hope you understood my problem, and will try to find solution
Hey!I'm trying to texture a model in Substance Painter, but I'm having some problems with shading. Whenever I bake my model, I get these weird artifacts and shading in some spots.Shown here:The model was made in Blender, here's the low poly and high poly:Low:High:Any help is greatly appreciated! Thanks in advance!
Hey all, I'm a bit new to substance painter and I'm trying to make a mold. I've been using alphas to create height maps on a curved surface, but I want the height to only extrude in the +Y direction and not normally from the surfaces. This way I can avoid getting any undercuts for my mold. Is there a setting or a way I can change the behavior so that my height maps only go in the +Y direction? Thank you!
Hello everyone, I'm trying to generate an ambient occlusion map for a room. Since the room is viewed from the inside, the normals look inwards accordingly. I think that's why there are problems and everything is baked black. Is there a way to fix this? I am attaching a picture of the generated AO and what the room looks like without the AO. Due to the shader used, back faces are ignored, thus the interior of the room can be seen from the outside.
Hello community. I'm fairly new to SubPainter, Im trying to apply an alpha decal on the practise spehere. But I cannot figure out how to get the correct axis. The brush is going the incorrect axis, Ive tried X Y Z, but getting non desired result, someone please help me.
I can't get my high to bake on my low right. It seems to bake slightly. but there are roung edges. some doesn't bake at all. I used match by mesh name. every proportional mesh is the same exact except _high and _low. I have tried all with front and rear distances.
Hello, after uploading a 3D object, it turns pink, although I updated the materials, this problem still persists, what can I do?
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.