Substance Painter 2

Substance Painter 2

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Low Poly Jul 3, 2016 @ 5:06pm
Texture bleeding after loading file
I paint the inside of an object and it looks perfect, so i save. After i reload the saved file the texture from the inside has bleed through on the other side causing damage to the texture on the other side on that same layer., they do not share faces UV space, and are reasonably spread apart. again, the bleeding didnt show before i saved and now the texture is mixed with the oppisite side, no open areas for my brush to slip through, and directly in the middle of the geometry not around the edges.
Last edited by Low Poly; Jul 3, 2016 @ 5:07pm
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Showing 1-2 of 2 comments
Hitpawz Jul 7, 2016 @ 2:42pm 
You can't have unwelded vertices in your unwrap that are side by side. It doesn't work that way. If they're adjacent, they MUST be welded. If they're not welded, they CANNOT be adjacent without bleeding, so you must have padding between all of your UV islands. This includes between the islands and the borders of the UV window to avoid wrapping.

You MIGHT be able to bypass this issue by unchecking "padding" when you export from Painter.
Low Poly Jul 7, 2016 @ 2:49pm 
Originally posted by Hitpawz:
You can't have unwelded vertices in your unwrap that are side by side. It doesn't work that way. If they're adjacent, they MUST be welded. If they're not welded, they CANNOT be adjacent without bleeding, so you must have padding between all of your UV islands. This includes between the islands and the borders of the UV window to avoid wrapping.

You MIGHT be able to bypass this issue by unchecking "padding" when you export from Painter.

All UV's are separated properly, that’s not the issue. Also if it was then the bleeding result would be 100% consistent given the nature of the situation. After reinstalling substance painter I haven’t re encountered the issue and have been able to proceed with my various projects thusly. Sorry i haven’t closed the topic and thank you for the response! :2016popsicle:
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Date Posted: Jul 3, 2016 @ 5:06pm
Posts: 2