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Hi,
Wondering how to combine UV tiles into one texture? Currently there's 4 UV tiles or 4 texture sets, so when the textures export there's like 16 textures. So in Unity I can't add that many textures to the 1 material on a mesh.
I'm just trying to figure out how to export 1 albedo, 1 normal, 1 roughness etc. I tried the baking button but when I tried exporting again there's still 16 textures.
Cheers!
Ah nevermind. Ok I see now, I included a UV map in blender in a material and in SP it created just 1 UV tile. I was just thinking that I could just do it all in SP but this time I unchecked Auto Unwrap and it worked. Please disregard my file I sent you 🙂 Cheers.
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Hi @sw2349600,
Thanks for the question.
The baking has nothing to do with Texture sets or UV Tiles, so don't worry about this feature for now.
The Tiles can't be merged together inside Substance 3D Painter, this has to be set up when you create the project.
A Texture set is defined by a Material ID. Each time Substance 3D Painter finds a new Material ID, it will create a new texture set. If Substance Painter creates 4 texture sets, most likely the mesh has 4 different Material ID.
May I suggest you to check in your 3D software that your mesh has only one material applied and that all the UVs are packed in only one UV map?
Keep me posted.
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Thanks for the quick response.
Is it possible then to go back into Blender, create the ID's, export the FBX again, then update the model without having to start over?
Cheers.
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There was actually no materials in Blender in the export, just 2 separate meshes.
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Yes, Substance Painter has a reprojection feature that should allows you to keep everything (as long as the mesh is the same).
Can I take a look at your meshes? You can send those privately if you don't wish to share it there.
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Thank you, I've sent you a message.
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Ah nevermind. Ok I see now, I included a UV map in blender in a material and in SP it created just 1 UV tile. I was just thinking that I could just do it all in SP but this time I unchecked Auto Unwrap and it worked. Please disregard my file I sent you 🙂 Cheers.
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It really should be a simple checkbox on export especially on models when you KNOW there wouldn't be a conflict.
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I agree that would be nice, and could ease specific workflows. However, may I ask you why you would need such a feature? This would help us understand the user need.
Regards,
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Hi. Let me add my own vision of the problem. I have a model and there are several geometry objects in it, I need to hide part of this geometry in order to overlay textures on what lies underneath. Unfortunately, substons is not able to hide geometry and I have to break it down into materials. And then I spend a lot of time trying to combine it all in Photoshop, it's terribly inconvenient.
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Hello @Андрей301834534d5s,
Instead of using several materials to hide parts, what about using the Geometry mask? This way, you won't need to have several texture sets, and you'll still be able to hide obstructing parts.
Regards,
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Ok this is really frustrating.
I have a single mesh with different elements, all of them on the same texture. I want to hide the hair so I can paint the head, hide the head so I can paint the eyes, hide the gum so I can paint the tongue, etc. and I just can't
To hide elements you need to either assign different materials when exporting (which will generate a secondary texture set, which isn't what i want) or export as separate meshes, which is dumb since I'll have to merge them later on before exporting to unreal.
what gives?
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Hello @fael09,
The usual workflow is to divide the mesh in sub-meshes, not meshes. This way, the asset will still be editable as a single object in Unreal, and you'll be allowed to mask parts with the Geometry mask in Substance Painter.
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I think combining the exported textures in photoshop is the simplest solution for now. Here is the link to the tutorial.