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I recently subscribed to substance (about 2 weeks ago - previously owned lic. for Substance Painter 1 and designer 5)

I am using  Painter 2.6.1 and confused about why under the app's update it says I have the latest version. I don't see 2017.1 in my downloads/license page. I was trying to complete a tutorial for painter and it was using a filter that apparently was only available in the 2017.1 release.
Do I need to do something more to get this release?

Also, I see on the top of the application that it says 16 days remaining - I am set up to pay each month via paypal -so I assume SP automatically resets this each month once getting the payment?

I didn't see where to email support directly so I'm asking here. I have a Mac indie license for Substance Painter and Designer that  I got back in Nov 2014. Sadly I never was able to spend much time with it but now would like to upgrade to the latest indie version as well as change my license to Windows so I can run it on my new computer.
I logged into my profile but didn't see any license listed - (not sure if my forum profile and user profile are the same - same email address though) I still have all my documentation from the purchase.
I'm hoping someone can tell me this will be possible to get an upgrade price for this...
thanks in advance

I just purchased the upgrade to the indie pack (from a indie SP license) and downloaded the latest build for Mac. ( using OS 10.9.5)I am unable to open/license S. Designer as it won't allow me to paste or type anything into the user-name field. I can paste the license key numbers but not the user name. I tried this on both my laptop and workstation but no go... not sure what to do
Should I try an earlier build?

The subject says it all - Substance Painter seems mainly targeted for game engines that will support the pbr shader (I assume anyway) Is there another program where you can bring in all the texture outputs from SP (including the channels related to PBR) to allow a full render of the model so that the material info looks exactly (or close enough) like what was painted in SP? If not, it would be very helpful to have some kind of tutorial showing the best workflow for say - the best methods for recreating the look using the texture maps in a program like Modo or Maya.  Thanks for any info in advance...

I am new to SP and have a problem getting a normal map to load properly (that was created either by Modo 801 or ZBrush into the full version of the 1.0 release of SP. I don't have much experience using normal maps so I'm sure it is something I'm doing wrong but the documentation on normal maps with SP seems pretty thin. The normal map appears to be ok in Modo/Zbrush but I've encountered numerous problems loading it into SP - either it doesn't appear at all tried .png and .tga (or doesn't properly fit into the texture's uv space as it is seen in Modo) I've tried numerous attempt with a variety of files, flipped the green channel and made sure my UV's were ok but I still can't seem to get it to work. My understanding is that you won't be able to properly get height information or have the full benefit of SP without using a normal map. If anyone can point me to a tutorial or documentation on how to get a proper workflow from Modo or Zbrush in to SP I would be greatly appreciated. I'm not a game artist and hardly know anything about this workflow - I just wanted to use what looks like a stellar 3D paint application but I'm frustrated that I can't seem to get this to work.

I just bought Substance Painter and downloaded the license.key (mac os 10.9) I don't see any instructions on how to install the license - clicking on it doesn't seem to do anything. Is this key only for the full version when it is released and not for the beta version (which likely doesn't require a key - and will expire?)

Everything seems to work otherwise - just want to be sure I'm not missing something as I read a previous post where the user was told to add a .zip extension (which didn't seem to work in my case...)

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