Copy link to clipboard
Copied
Hi,
first: happy new year to everyone!
I have built a 3D object in 3dsmax: a wheel with an axle. There are to be three types of surfaces: rusty, painted and shiny steel. I have assigned three simple different coloured materials to the surfaces in question in 3dsmax. Then I created a UV map using flatten mapping and exported the whole thing to FBX.
In Substance Painter I read in the model and got 3 texture sets. I can assign and adjust the materials to these as desired.
As a result, I would like to have ONE normal map, ONE diffuse texture that matches my UV map in 3dsmax. I only have one object with a UVMap in Max and it has to stay that way. How do I do that or do I have to proceed in a completely different way?
Thanks! Jan
Hi,
When you import an object with separated materials, Painter considers that you want three separated texture sets, one for each material.
You have several solutions to have one unique texture set while still separating the different parts of your model:
- use the geometry mask option
- select and mask
- bake an ID map to generate masks
Kind Regards,
Geoffroy SC
Copy link to clipboard
Copied
Please review Baking | Substance 3D Painter (adobe.com)
Copy link to clipboard
Copied
I did, but when I baked I get three materials instead of one in the texture export (I'm only talking about the diffuse material at the moment). Somewhere along the way between baking and texture export is my mistake.
Copy link to clipboard
Copied
Hello and happy new year,
I had this exact same issue when I was starting out. Substance Painter texture sets are based off materials so if you have 3 materials you have 3 texture sets.
To get just one texture set do the following:
1. Make sure you have scanline renderer selected (Not Arnold or anything else).
2. Make one object an edit poly and attach the others to it. (I usually save a new copy before doing this so i can return to edit it if needed).
3. Make sure your each object: wheel, axis,etc has just one matieral id (Set ID) per object.
4. Apply Multi/Sub Object material to it with a standard (legacy) shader with bright (and different) colours connected to the corresponding ID slots.
5. OPTIONAL (for best result) go to the Rendering tab > Bake to texture and bake out the diffuse map.
6. In Substance Painter import your Diffuse map as your ID Map, Bake all mesh maps except id.
7. Now to work on those 3 different surfaces you wanted create 3 folders and apply a colour selection to each and work within those folders respectivly.
If you need any help feel free to ask
Copy link to clipboard
Copied
Hi,
When you import an object with separated materials, Painter considers that you want three separated texture sets, one for each material.
You have several solutions to have one unique texture set while still separating the different parts of your model:
- use the geometry mask option
- select and mask
- bake an ID map to generate masks
Kind Regards,
Geoffroy SC