For example in blender i assign materials to different parts of the mesh like shoes, gloves, face etc - when i open it in quixel mixer i can create a layer and choose which group of materials i want that layer to affect. Is it possible to do the same in substance painter?

Hi guys im a bit confused. Ive modelled a game environment in Maya LT and in Unity its fine no culling issue and my normals are definately the right size.

When i bring the mesh i want to play around with textures for into substance painter though, it appears transparent in most parts which i find odd.



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(view in My Videos)I have problems with exporting the model from Max to Substance painter. When I export is as a fbx it states that there are no mesh maps and with obj. it is weird as you can see in the video. I did UV Unwrapping, baking mesh maps even assigning different IDs. I watched more tutorials on YouTube on how to do it but it left me confused. Do you have any suggestions about where could be the problem?

hi 3ds max I have problem I use mirror for my model with unwrap uv but when I export my model to rizom uv for modulation unwrap uv I notice my model bleu faces ..... I cant export my model mirror to substance painter I use flip faces but nothing help me

For an example, when I open this one -Sample-Models/tree/master/2.0/AlphaBlendModeTest in substance painter it has several materials (texture set in substance painter) but there are only one set of textures in the folder.

I am a little problem with textureset settings in substance painter, I have changed the dimensions of a helmet texture set to what i am hoping is 2048 wide by 1024 high, but as their is not even a "w" and "h" and as the texture or canvas in the 2d view is still a square when I had thought it would change into a rectangle and their are still rectangle pixels on the helmet in 3d view.

I made a Roulette wheel in Blender, texturing is done using Substance painter

I have a problem regarding texture looking in PlayCanvas, even I use the same template map that Playcanvas use , the final look is not the same at all, I will show you results from Painter and Canvas

I also used similar cube map inside Playcanvas from SP

When I import my model (.fbx) to draw a texture in the substance painter and export it to the .gltf format, I find that the metal I paint is gone and replaced by the shiny black, and then when I put the exported model in the three.js/examples/webgl_load_gltf.html case, I found that my model was dark and needed to be added a directLight can only see a point, the effect is not very good, but the case of importing the painter painter does not have any problems. 2351a5e196

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