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December 4, 2025
Question

Sketchup->Blender->Substance painter: How would you prepare a building with large and small details?

  • December 4, 2025
  • 1 reply
  • 99 views

Hello.

 

I am currently working with my first project texturing a Sketchup model in Substance painter. The models will become a MSFS2020/-2024 helipad.

I have a very basic understanding of UV-mapping, but I am not very motivated to adjust large and small details manually by making seams and such. I therefore use the automatic UV-unwrapping function available before importing into SP.

 

The building consists of large walls and windows, while also containing smaller details such as keylocks, CCTV cameras, and signs. 

 

While the walls, roof and windows are looking ok, the smaller details turn into a blur. I suspect the UV-mapping is making these details too small to really do something about.

 

The question I need to ask is then how you would prepare a building with large and small details for texturing in Substance painter. I appreciate all insight into this issue. 

1 reply

Cyril Dellenbach
Community Manager
Community Manager
December 8, 2025

Hello @47015168,

 

First of all, I understand that learning and working with UVs can be tedious, but that's the essence of good texturing.

 

That being said, you need to think of the final scene. What will be visible from up close and what won't be? If an object in the final scene is far from the player P.O.V (if it's for a videogame), the object will be defined with only a few texels, so no need to use a 4K texure map as instance. Therefore, you can make the object's UVs smaller in their UV map.

 

Alternatively, if for some reason you need everything with a better quality, you can increase the number of UDIMs in the project.

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe