Hello, I have recently been having an issue when baking in Substance Painter. I have been making edge damage in Zbrush on models that were originally low poly in Maya and then in Zbrush I divided the model and did edge wear on it. I then tried to bake the Uv's low poly and high poly in Substance and I get this, and on…
Hi, everyone! How could i fix the issue with export texture. In substance everything looking good, but when i export to marmoset, the normal map and base color of the glass screen looks off. I baked all in one uv map. Please help!
Hello guys, i made a weapon on one uv and the magazine and some other parts are on a seperate uv. i textured the gun first and after it i textured the magazine etc. the gun is on one substance-project and the magazine is on another project. Is there any way to combine these two projects to have my gun with the magazine in…
I am very close to tearing all of my hair out. I've sort of neglected the whole texturing process for the majority of the time I've been doing 3D animation. I recently started using substance painter, and my general workflow involves Maya, using Redshift renderer. I painted this chair for a uni project, and exported all of…
Hi guys i'm wondering if anyone knows where i've gone wrong and how I get this bottle to look in unreal how it does in Substance? Substance: Unreal: Unreal Layout: Thanks guys!
Hello, I was just about to post this question here as the information available was very limited (and the one piece of guidance I did find was incorrect) but I figured out the fix and wanted to share. The problem was that I had two UV maps in blender, "head" and "body," each with their own assigned material, but when…
Hello. Here's something I've been trying to figure out a workaround for. I'm outputting my textures from Substance Painter, and I've noticed that a PNG exports as 16 bit, but a TGA exports as 8 bit. I prefer using TGA in Unreal 4, but the TGA export from Substance Painter looks oversaturated and muddy in Unreal 4. I have…
Hello Polycount! I'm creating a series of industrial lamps for testing out Substance Designer and getting more practice with PBR. My goal is to create models that hit that realistic mark. My first model is a fisherman's light. It has a copper (rusted) base, brushed steel wires, glass bulbs, and a wooden pedestal. So far,…
I know there have been multiple threads in the past comparing the different texture applications. But since the developments of this software is going very rapid, I though I would start a new thread instead of posting in the old ones. What is best for Highpoly texturing? - Substance Painter now Supports UDIM. - Substance…
Hi polycount. I've been using synced normal map workflow with 3dsmax + Unreal + Substance Painter without problems. However..... I am currently adapting to new workflow with Maya + Unreal + Substance Painter. And this particular part of my mesh is giving me a headache. I tried -different frontal max rear, max frontal…