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i have this bug in substance painter and i dont know how to fix
it 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 model
it 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.
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>>595754
They are obviously not
>>
>>i have this bug in substance painter
Unfortunately this is a very specific PEBCAK bug that we can't help you wth.
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>>595765
this is the correct answer.
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>>595754
Jesus 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?
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>>595766
>>595779
His UVs are out of the 0-1 bounds so yes, they are sitting on each other because UV coordinates wrap around.
Mongoloids.
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>>595784
Having 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.
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>>595791
that's the only way this can happen tho
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>>595752
Redo 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.
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>>595752
I 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!
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>>595901
it must also correct your fuckups, yea?
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>>595791
are you one of these people that will shitpost forever rather than just admit you were wrong?
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>>595876
No 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 UVs
UV islands stacked on top of each other = rearrange / repack UV islands.
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>>595927
UV islands being too big is not the same as having UVs stacked on top of each other, cockbreath.
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>>595933
it can also happen when your 0.1 is space is getting overpadded
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>>595882
I'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.
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>>595882
>export the entire mesh with the same material out of whichever modeling package you use

You 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
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>>595944
Or use UDIMs... but dude; OP can't even scale a UV set correctly... you're wasting your time...
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>>595752
Your uvs overlap, this is so obvious its painful
when uvs get out of coordinates they get wrapped back around on each other
>>
>>595765

Indeed, in summary - OP is the bug




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