Substance 3d Painter Latest Version

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Jan Dominquez

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Jul 30, 2024, 10:07:28 PM7/30/24
to ranrigafi

I am coming to the end of my annual Substance Painter license in November, and before I renew, I need to understand whether I can continue to use the version I have currently installed (2021.1.1 (7.1.1.) build 954) which runs fine on my Windows 7.1 OS. I am aware of the fact that all of the new Substance 3D applications list Windows 10 as the minimum requiremnts, so I haven't been able to download any of these newer versions; however I can get my work done just fine with the version I am using.

substance 3d painter latest version


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I note that the license page says that activation of the new Substance 3D software can be done by placing a new license key in the appropriate directory. So I am hopeful that I can renew my subscription in November and simply place the new license key in the appropriate directory and continue to work with my old version of Substance Painter and Designer that work on Windows 7.1. Can someone from Adobe please clarify whether this will work?

FYI: I am in the middle of a multiyear movie project using multiple other Adobe Applications (Premeire Pro, After Effects, Photoshop, as well as the Substance Suite) and note that my annual renewal of the Creative Cloud suite still allows me to use the older versions of Premeire Pro, After Effects, Photoshop, etc that run on Windows 7.1.

It has been nearly a month since I posted the above question and still have not received an answer. This should be a simple yes or no answer to anyone from Adobe. If no one here knows the answer can someone at least point me to where I might get an answer? I find it difficult to believe that no one at Adobe knows the answer? As explained above, I simply want to know if there is any way I can continue to work on the version of Substance Painter I have currently installed (2021.1.1 (7.1.1.) build 954) on my Windows 7.1 computer after renewing my Annual Subscription next month? It is not clear from any online information I could find.

In case anyone else has this issue, I was able to get clarification by writing directly to con...@substance3d.com. The answer is that with the new substance3d subscription, you no longer have access to any version of Substance Painter prior to ver 7.2., meaning that you have to update to at least Windows 10 to run the susbstance applications.

I have subtance painetr version 2019.1.3 purchased since 2017. Recently for my work I moved to another city and bought a laptop with RTX 3050Ti and Intel I5 11400H processor, I downloaded and installed the substance painter version that I can legally work with and I could not start the software in any way, I only get to see in the middle of the screen the name of the software with the selected photo of that version and then it disappears and nothing else happens.

I downloaded the 2021 version of substance painter and can install it and start it without problems up to the point where I have to identify myself. Right now I am unable to purchase the latest version of the software and would like to know if there is any way I can continue to work with my old version. At first glance, it seems that the problem is the result of incompatibility between the 2019 software and the hardware.

I have looked on the forum at all threads similar to my problem and have googled, but nothing proposed there seems to work for me. I want to add that I have Windows 10 recently installed (3 days ago).

Hi everybody, forgive me but I am still fairly green when it comes to Linux. I love manjaro and I am trying to become more familiar with Linux in general so please if you do have suggestions for me just keep that in mind but I greatly appreciate any help with this matter.

[GPUIssuesCheck] (this is the same as the first issue I listed above I believe)Your operating system may automatically shut down SP2022 during long computations because your GPU doesnt support preemption. To avoid crashes you can try increasing the TDR(timeout detection and recovery) delay.

Good news! So i looked up the libcrypt and found out that you can download libxcrypt-compat from the add/remove software program and I installed that and substance painter launched without needing to use proton compatibility! Most of those error issues went away! Man im so happy. It even enabled raytracing!

I also enabled swap but I might have done that wrong because the issue its showing now is
[Main] The current paging file maximum size is too low: RAM swap disabled (minimum: 16384 MB).
I must have did the swap incorrectly. Going to try to redo it.



As you can see in the images above, I was working in 3DS Max, trying to assign color ID maps to my model and exported them as a .png to be applied on the .fbx model inside Substance Painter. I am trying to figure out a way to apply a mask with color selection, so that I can apply Substance materials individually to each of the two colored parts. In 3DS Max, I assigned the red and blue color for each element, exported the model as an .fbx along with the assigned color map as a .png

Not sure why you are using a shell material just to create a color id map for substance painter. But I think there is a better workflow. The colors do not have to be as dramatically different as suggested in some video tutorials I have seen. You also do not have to do any baking in max with this workflow.

For your color ID map in max, I would suggest that you apply a multi-subobject material with 2 sub-materials in this case and make the diffuse colors different. Then export that as an .fbx and name it, "Orb_color_ID.fbx"

For your initial creation of a new project in Substance painter you need also to export a version of your mesh with a single standard material applied. Export it as an .fbx and name it Orb.fbx. Note: Substance Painter will name the texture set with the name of the material you gave it in max and you only want a single material applied to the mesh when you first create a new project in Substance painter so that only 1 texture set will be created.

In Substance painter, when you first create the New project select the Orb.fbx mesh. Bake all textures EXCEPT the ID map. When that completes, open the Bake Mesh Maps Dialogue again and uncheck all the maps currently selected and now check ID. Now load orb_color ID.fbx in the "High Definition Meshes area: (don't worry that it is not high definiton).

Thank you for your answer for baking the textures; this solved the dilemma of getting the color Id wrapped around my object completely. And, I actually did the multi-subobject option you suggested for the 3DS Max file. I think my biggest problem at the moment now is trying to figure out how to have more than one ID map here because, as you can see in the screenshot, I have two colors assigned for this model in 3DS Max: the red and the blue. For some reason when baking the texture file in Substance, I am only getting one color ID map and it's the red one. I'm not sure how to get the blue one.

If you assigned the multi-subObject material in max with 2 submaterials (Red and blue) to your mesh and then exported the mesh in that state to an .fbx file (orb_color_ID) and then followed all the steps I posted in importing that orb_color_ID.fbx and baking the ID map.

Hello anybody solved this issue? I have the same problem, Painter version is 2021.1.1 build 959, exporting FBX 2013-2018 versions tested binary and ascii, using sub-materials. Baking just red color id, marmoset is baking perfectly. Any ideas?

V1.2.5 Fixed the jaw vise, and merged more meshes now it's 2 and 3 skinned mesh renders. I also made two separate unity files; Both are nearly the same the only difference is one uses jaw Vise and the other uses the whole head

V3.0 Made a Quest-ready version, Cleaned up and simplified the blend files, Cleaned a bit of the texture, added/fixed the simple eye gestures...hopefully, Separated The substance file from the main files to make the downloads on the important stuff smaller and quicker. Tested on an HTC Vive Pro Partial Tracking.

V4.0 Lessend Topology, Texture resolution, and Blend file clutter. Made a control rig for posing in blender and should also be easier to export to Unity; Make sure you export fbx, only deform bones and fbx all. Made visemes for MMD, Body slider for different parts of the body, Hue, saturation, and brightness radial menus. There are four versions 2 for PC and 2 for quest. Two are NSFW versions and one has the option of four genitals

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