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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?
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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!
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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
 
					
				
				
			
		
 
					
				
				
			
		
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