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Participating Frequently
October 26, 2023
Open for Voting

Can only paint in 2D mode if I want to update my mesh in the future

  • October 26, 2023
  • 返信数 5.
  • 1261 ビュー

I have finished my character model with all the texture layers, I did some mesh changes and want to update my mesh in Substance Painter to continue working on it. The UV, polycount are all the same, but the mesh has changed, for example, the head is now larger and the body shapes are different. When updating, all texture are messed up. HOWEVER, if I painted from the start in the 2D view/or directly on the UV, how weirdly, it would update and transfer successfully...no matter how I change my model into, or poses.

 

I have seen many people post this issue on the community forum and still to this day it hasn't been solved.. I know the software is based on projection what you did in the 3D viewport, if the mesh changes the shape, it will all be messed up. But why make it work if you painted on the 2D view/UV map? Couldn't you just add a feature that when you paint in the 3d viewport, also be painted on the UV map? It's so hard to paint in the 2d mode, but right now, it is the only option to not get texture messed up when updating a new mesh with new shape but the same UV and poly count. We really need an update to this as other software can let you update the mesh with different shapes and the texture would be in the right location for the new mesh.

返信数 5

Cyril Dellenbach
Community Manager
Community Manager
October 30, 2023

Considering how you described the project, I'd try to uncheck the "Preserve strokes positions on mesh" before reimporting the 3D model.

 

If the UVs of the new mesh have been untouched, you could also simply export the textures from the initial project and reimport them in the new one.

 

Lastely, as @Matt Justice suggested, you could turn your layer stack into a single Smart Material and apply it on your new model.

 

Best regards,

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe
Participating Frequently
October 27, 2023

when ive updated meshes and the layers get deleted, ive had to turn all my layers into a smart material and then apply that material to the new mesh in basically a new file and that works

33185637m3ao作成者
Participating Frequently
October 26, 2023

Was wondering is there a way around this currently. Anything would help at this point. I want to have my layers, but I don't want to texture all over again on the new mesh, the uv are the same.

33185637m3ao作成者
Participating Frequently
October 26, 2023

Hi Cyril, thank you for the explanation. I still really hope one day it will have an option that allows you to choose which one to destroy, either 2D UV for transfer, or kept 3D projection like currently. This is a great app and has many features I want to use..

Cyril Dellenbach
Community Manager
Community Manager
October 26, 2023

Hi @33185637m3ao,

Most of the softwares rely on UVs to reproject the textures; we don't. The downside of this workflow is what you mentioned, changing the mesh will alter the textures in most cases.

 

On the other hand, when the mesh hasn't change, it also allows to reproject the textures without a single variation, even if the UVs are nothing alike.

 

Working in the 2D view is the only situation where the reprojection will work with a different mesh, because the 2D view and the 3D view are two different spaces. When painting on the 3D view, Painter will save the strokes and the camera position, but not UV coordinates. Same goes with the 2D view, it will save the UV coordinates, not the strokes and camera.

I know it sounds like both could share the info, but this isn't as easy as it seems.

 

Therefore, there's nothing to solve, because there's no bug or issue, this is simply the reprojection behavior. With that being said, I definitely agree the current situation isn't the best, we don't recommend using an iteration workflow with Painter, and we're exploring solutions, but nothing to share for now.

 

Here's a thread on the subject.

 

Best regards,

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe