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Im new to Substance Painter and I am sure I am doing something wrong. I am trying to export from Cinema 4D to Substance Painter as .fbx paint and reimport the textures into Cinema 4D after working on them in Painter. I have attached a video of basic workflow. The maps are not correctly projecting when brought back into Cinema 4D and Redshift. I am sure I am doing something wrong but can not figure it out. Please see the attached video of what I am doing, thanks.
Hi Michael,
Thanks for the video, it greatly helps troubleshooting.
When creating a new project, make sur to disable the Auto-Unwrap feature if you already have clean UVs.
If not deactivated, Substance 3D Painter will build new UVs for the model, which will be different from the ones in your Modeling software, resulting with "wrong" textures.
If you want Painter to build new UVs for you, keep the feature activated and export the 3D mesh from Painter (File > Export Mesh...) and import
...It depends on the end goal. The Auto-unwrap won't give you as clean results as if you do it manually. It is useful when you don't need/want to spend time on optimization, but if the model is supposed to end in a video game, I'd personally spend time on the UVs.
Regards,
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Hi Michael,
Thanks for the video, it greatly helps troubleshooting.
When creating a new project, make sur to disable the Auto-Unwrap feature if you already have clean UVs.
If not deactivated, Substance 3D Painter will build new UVs for the model, which will be different from the ones in your Modeling software, resulting with "wrong" textures.
If you want Painter to build new UVs for you, keep the feature activated and export the 3D mesh from Painter (File > Export Mesh...) and import it back to Cinema 4D.
Best regards,
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Cyril,
Thanks for the response. Is it recommended to unwrap in 3D application (C4D) or use painter and export model? Just curious on general workflow and what most people do?
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It depends on the end goal. The Auto-unwrap won't give you as clean results as if you do it manually. It is useful when you don't need/want to spend time on optimization, but if the model is supposed to end in a video game, I'd personally spend time on the UVs.
Regards,
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Cyril,
Thank you again for your response. I was being lazy and trying to rely on auto but I guess I need to dig into manually unwrapping. Thanks again that solved my issue.