i have this bug in substance painter and i dont know how to fixit and i know that theirs board for this /qst/ but they wont even replay to this question.the problem that i have is that when i paint on one specific part of the modelit also involve other parts of the model>how can i fix this
your uv shells are sitting on eachother
Your UV shells are larger than the 0-1 space. They need to fit in there unless you want tileable textures like you get now. The 0-1 space represents the texture and is repeated (tiled) infinitely in all directions, so what you paint there will obviously show up in every tile.
>>595754They are obviously not
>>i have this bug in substance painterUnfortunately this is a very specific PEBCAK bug that we can't help you wth.
>>595765this is the correct answer.
>>595754Jesus Christ. Are you in competition with OP for most retarded post of the year? Did you even look at the screengrab?Am I being double trolled right now?
>>595766>>595779His UVs are out of the 0-1 bounds so yes, they are sitting on each other because UV coordinates wrap around.Mongoloids.
>>595784Having UV shells actually sitting on top of each other within the 0,1 space is a different thing entirely from having entire chunks of UV islands falling outside of the space. It's not the same thing, fucklord.
>>595791that's the only way this can happen tho
>>595752Redo your UVs in a way that maximizes the 01 space and has less seams, and also make sure you export the entire mesh with the same material out of whichever modeling package you use.
>>595752I can forgive bugs in blender and other free programs but if I am paying a subscription then the software had better sing on my computer!
>>595901it must also correct your fuckups, yea?
>>595791are you one of these people that will shitpost forever rather than just admit you were wrong?
>>595876No it isn't. You can have your UV islands actually sitting one on top of the other.The two problems cause similar symptoms but are require different solutions:UVs leaving 0,1 space = scale down UVsUV islands stacked on top of each other = rearrange / repack UV islands.
>>595927UV islands being too big is not the same as having UVs stacked on top of each other, cockbreath.
>>595933it can also happen when your 0.1 is space is getting overpadded
>>595882I'm fairly sure we're being trolled here dude. Let's leave the little 'uns to their fun. No one can be this dumb for real.
>>595882>export the entire mesh with the same material out of whichever modeling package you useYou don't have to do this. Using multiple materials will give you multiple texture sets. Let's say you're texturing a truck and it's so large that you can't fit all the shells in one texture at a reasonable resolution, and it also has some glass that should get a shader you've made in your engine. You can assign multiple materials before exporting and do uv layouts for all of them seperately and it can still be one model but in painter you will have 3 texture sets to use/paint on
>>595944Or use UDIMs... but dude; OP can't even scale a UV set correctly... you're wasting your time...
>>595752Your uvs overlap, this is so obvious its painfulwhen uvs get out of coordinates they get wrapped back around on each other
>>595765Indeed, in summary - OP is the bug