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Hello,
My UVmap only needs 1 output (I mean, I only need the 1001 map, UDIMs are not necessary).
After texturing with Painter, instead of one map for each channel (alpha, normals etc.), I end with one map both for each channel and each material.
I'm kinda confused by the export parameters. Is there anyway to keep the materials "condensed" (aka to keep the 1001 maps as base format), in other words to have one global map for alpha, one global map for normals etc. instread of one for each material?
This is because A, B and C have three different materials, indeed. As I said in a previous message, 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. That means that for each material your mesh had before importing, the project will create a new texture set, therefore a new output map.
If you want to keep everything in one output map, you'll need to import your mesh with only one material applied.
I hope this
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Hi @arthenics
Hope you're doing fine.
Inside Substance 3D Painter, 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 you want to work with only one texture set, make sure that your mesh has only one material applied in your 3D software.
Also, make sure the UV tile workflow option isn't checked when starting a new project.
Best regards,
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Hello,
Well...
Considering this theorical UVmap (1001)
There are three areas after unwrap. For my texturing, I wish to be able to set one colors as well as several colors. When there is only one color (more accuratly and realisticaly, we should consider a tilable pattern), I need it to be tilable (then I activate UVtile).
As far as I understand your post, is it impossible to have one output that gather A,B,C on the same map? I mean :
A normal map that gather A, B, C.
A alpha map that gather A,B,C
etc. as it was as input as UVmap?
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The two things that will create a map are the channels (base color, normal, etc.) and the UV tiles (1001, 1002, etc.), meaning they will be one map per channel and per UV tile, per example: base color 1001.
Therefore, in the previous theorical UV map, as long as A, B, C are UV islands gather on one UV tile, the maps you'll export from the Substance Painter project will gather A, B and C.
If your goal is to have several materials apply on multiple UV islands, no need of UV tiles. You can perfectly add a new material on your mesh and create masks with the Polygon fill tool to isolate UV parts.
The fact that you need the textures to be tileable has nothing to do with the UV tile option and you should look more on the 3D projection side.
Best regards,
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I have one UVtile as input, but after baking, it exports one set for A, one set for B, one set for C (with or without UVtile option). All because A, B and C have a different material at the start? Or I'm missing a parameter somewhere, during baking or during export?
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This is because A, B and C have three different materials, indeed. As I said in a previous message, 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. That means that for each material your mesh had before importing, the project will create a new texture set, therefore a new output map.
If you want to keep everything in one output map, you'll need to import your mesh with only one material applied.
I hope this helps you.
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Ok, thanks. I can get the reason, though I think we miss an option where we could "pack" materials when the original UVtile allows it (aka no superposition).