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I'm trying to figure out the best way to cleanly paint from one UV island in a Texture Set to the next UV island in that Texture Set. I found the method below in one Adobe Substance 3D Painter tutorial but it is a little complicated for being a practical workflow:
Mask with Color Selection from baked ID Mesh Map:
1. Load object
2. Select Mesh Map Baking mode
3. Select "ID" mesh map type to bake
4. Set color source to Mesh ID / Polygroup for the ID mesh map properties
5. Bake mesh maps
6. Select paint layer
7. Add Mask with Color Selection
8. Choose color selection mask layer
9. Click pick color button
10. Click on object geometry color in 3D viewport
11. Select paint layer
12. Paint
13. Add new layer
14. Repeat steps 6-13 for each new piece of geometry
In another Adobe Substance 3D Painter tutorial, I realized that this shorter workflow could be used with Geometry Masking of each Layer's paint:
Layer Geometry Masking:
1. Load object
2. Select/Add paint layer
3. Name it to the mesh part
4. Select the layer's Geometry Masking option
5. Deselect the geometry part that one wants to paint
6. Click the right drop-down menu and select Invert to invert the selection
7. Select the paint layer to exit the geometry masking options
8. Now one can paint on only that part of the mesh.
9. Since the geometry mask is masking the paint layer, not the paint brush's effective area while painting, the geometry mask must be left as it is for the current layer and a new paint layer added with its own geometry masking option set to cleanly paint the next piece of geometry.
Texture Set UV Paint Area Masking:
However, it would be useful if choosing a piece of geometry in the Geometry Masking section of a Layer allowed one to control the effective painting area in a Texture Set's UV space, instea of just clipping the broadly painted layer. This way one could paint only the relevant islands of the geometry selected in the Geometry Masking section and then change from one island to the next by changing the geometry selected in the Geometry Masking section. In such a case, only one layer would be needed to paint an entire UV Texture Set.
Does Adobe Substance 3D Painter have the much shorter and well-consolidated workflow described in the last section here or is the program currently not structured for that type of use? If not, what is the simplest workflow that allows one to cleanly paint from one UV island to the next?
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