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September 6, 2023
Question

Changing .sbsar texture from substance asset to custom texture

  • September 6, 2023
  • 2 replies
  • 832 views

Hello. I want to download .sbsar texture from substance asset, and export the texture into .png files. (color map, height map, normal map .. etc)

 

When exporting, I want to modify the texture into specific physical dimension. (which is 1m * 1m)

And the tiling should be applied after the modification, and the texture scale should be corresponding to the real-scale.

 

Here's what I tried.

1. Create 1m * 1m plane on a blender, export it into .glb and import the .glb file into Substance 3D Painter.
2. Applied downloaded .sbsar file to the .glb

3. Adjust texture scale into real-scale.

4. Export texture

And I got to have several .png files but the key problem is when I tried map my 3D model with the result texture, the tiling wasn't working. 

 

Can anybody fix the issue?

This topic has been closed for replies.

2 replies

davescm
Community Expert
Community Expert
September 7, 2023

Using the process you describe in steps 1 to 4 above, will only result in a tileable map if the physical dimension of the starting texture is a factor of the 1m x 1m output map, so that the input texture is scaled by a whole number.

So if the real texture dimension is 1m x 1m, or 0.5mx 0.5m, or 0.25m x 0.25m.....etc then the result will be a tileable exported texture map.

However, if the real texture dimension is say 0.24m x 0.24m then using that to fill a 1m by 1m export tile will result in each side using 4.166 texture tiles and the resulting map will not be tileable, without modification.

 

Dave

Cyril Dellenbach
Community Manager
Community Manager
September 7, 2023

Hi @Gray26713299ij3a,

 

I'm not really sure what you meant by "the tiling wasn't working", could you elaborate about it? Any visuals would help.

 

Let me know!

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe