Copy link to clipboard
Copied
Hello,
I have some models which have corners where 1 side should be Material A and the other side should be Material B (think of a shoe, bottom is sole/rubber, sides are leather). If I use vertex painting and color them, then those vertices are shared, and they can't be both colors, so that doesn't seem like a good approach.
The model comes with a texture which looks like it's a color-map (from Unreal):
This is basically the outcome of baking a (pixel-perfect) IDmap, I guess... So my thought was to import that one as texture into substance painter, and select it for a "Mask with Color Selection" and pick a color, but it doesn't behave like expected :
Splitting the channels in in substance designer to take a look at what they contain, my guess is the alpha-channel is making it misbehave? Any way to make it work (preferably without changing the texture)?
Have something to add?