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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?
What i am trying to say is can you link the self occlusion and match - by mesh name option to each other so that when we are baking the mesh we don't have to go to the option back and forth to match the settings.
Hi, I had a problem while baking. Despite the fact that in Blender the directions of the normals are the same for each UV tile in Substance painter, they have a different direction.Perhaps I am doing something wrong, maybe someone will tell you how to solve this problem.Thank you
Textures exporting without some materials showing. This was working fine a couple of days ago then suddenly part of the texture became nothing but white. I have'nt altered anything in that texture set, just had it exporting with others. Tried exporting from another save and ended up with the same result. Any help is appreciated. I am very new to Substance, downloaded 3 days ago.Pictures are of what I get and what I see in the program.
Hi everyone, thanks so much for your help. Relative substance newbie here. I'm trying to import .fbx files that I've made in Zbrush, into substance.I'm using a macbook pro. The files are characters I've made. Each one started as a few million polys and I've decimated them to a max of 250k polys for the character and 20k for each of their smaller bits of clothing. 99% of the time when I try to import to substance, I get the following error when importing, then the import gets stuck on around 7% and either crashes or takes way too long, so I have to cancel it. Error: [Scene 3D] [FBX] : Mesh normals are invalid (some values are null) and will be recomputed. I have uploaded screengrabs of my export settings from zbrush and import settings to substance.Please help! I'm going to have to resort to painting them in zbrush otherwise which will be a super frustrating experience. Do I need to tweak my settings? I've tried uploading to Blender and re-exporting. N
Is it possible to get rid of these lines? I highlighted them in red boxes.
I've been dealing with this issue ever since adobe aquired substance painter and I just can't take it anymore.I use a Wacom Cintq Pro 24 graphics tablet and substance painter is borderline unusable for me at this point. The issue: While using Substance painter on my Cintiq my computer will randomly suddenly freeze, becoming completely unresponsive and requiring me to forcably shut down my pc through holding the power button. I use an Imac at work with a Cintiq and have never had this issue, it has only ever happened for me on my PC.Some things I have noticed:This only happens when I am using my Cintiq, if my Cintiq is powered down and I am only using my monitor it never freezes. It happens regardless of the workload, I can be working on the smallest, most efficient model and it will still freeze.The random freeze happens in Photoshop as well and again only when using the Cintiq.I have never seen this interaction outside of Susbtance programs, my Cintiq works perfecly fin
Hello,I paint my model using normals and height. My final destination is Rhinoceros 3D, and I need only the normal. There is no output template for Rhino. Anyway, when exporting, there are these two maps, normal, containing some detail, and the height containing the critical part. As a workaround, I'm trying to combine the two maps using Substance Designer. This is not the way to go but I do not how to do it the correct way. I already painted my model. I need only the normal bump texture map.
whenever I hit export to export my textures there is a set of png's that couldn't export any help fixing this?
we have an Enterprise account and was able to download the recent Linux versions back when the allegorithmic web pages were still active. I contacted support and got someone with no clue, and finally after 20 minutes of checking with his fellow support team that the Windows version would also work in Linux. Does anyone know where the download link is to the Linux RPM's ? Thanks.
I was texturing a lowpoly scene, the substance file after texturing is around 1.5gbs. The thing is, the scene keeps lagging and susbstance painter is very slow when i am painting any more details or doing any change. I found out when i am doing anything the GPU hits 100% usage. I am working on base color channel and not even on "material channel". Even when I am turning a layer off the gpu hits 100% ram stays on 8-10gb and cpu reachers 10-15%max. I have clean reinstalled the drivers, downgraded and upgraded drivers and even updated my windows, reinstalled my substance painter but the probelm is same even on PC better than mine. link to file:https://drive.google.com/file/d/1EeZotfTwo6zZQMOiAzEaNJ20JwS9T54e/view?usp=share_link system specs: Ryzen 9 7950xrx6950xt GPU64gbs RAM
Considering the naming of the exported textures either has to be based on project name, mesh name or shader name, it's quite restrictive having to change naming conventions of exported fbxs or substance file names in order to get properly named texture files. In studio environments it's often not possible to change the name of the substance file or exported geometry to fit the naming of the textures. Also having to change the output templates for every project is a drag. So I'd like to be able to change the $project variable inside the Edit > Project Configuration screen. I could be set automatically upon importing the file, but I feel like you should be able to tweak it without having to rename the geometry file.
we would like to be able to export EXR textures with mipmapscurrently, we have to process all painter outputs using oiiotool (txmake) and rewrite the EXRs in a more rendering-friendly format. as far as I can tell there is no way to control the format directly from substance painter export. Is there a flag (or API call) that we could use to change how the exrs are written?thank you.
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