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Changing .sbsar texture from substance asset to custom texture

New Here ,
Sep 06, 2023 Sep 06, 2023

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?

TOPICS
General , How to
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Adobe Employee ,
Sep 07, 2023 Sep 07, 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
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Community Expert ,
Sep 07, 2023 Sep 07, 2023
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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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