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sw2349600
Inspiring
May 11, 2023
Answered

How to combine UV tiles/texture sets into one texture?

  • May 11, 2023
  • 2 replies
  • 19216 views

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!

Correct answer sw2349600

Thank you, I've sent you a message. 


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.

2 replies

Participant
October 13, 2024

I think combining the exported textures in photoshop is the simplest solution for now. Here is the link to the tutorial.

https://youtu.be/F9w3CQMPjtw

Cyril Dellenbach
Community Manager
Community Manager
May 11, 2023

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.

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe
Participant
January 24, 2024

It really should be a simple checkbox on export especially on models when you KNOW there wouldn't be a conflict.

Cyril Dellenbach
Community Manager
Community Manager
June 7, 2024

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?


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.

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe