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Hello All,
I’ve used blender for a few years now, this is my first time trying to use a Blender-to-Substance-Painter workflow. Unfortunately, this hasn’t gone all that smoothly so far. I succeeded in making a nice material in Painter that resembles mildew colored that is meant for a model I made of an Alley-Arm type power line.
Unfortunately, when I import my model from blender as an FBX, this is the result of trying to drag and drop those textures as a smart material.
Yikes, not what I expected. I double checked and all materials in the imported file map like this. The blender model was already UV unwrapped, and I tried using Painter’s build in UV unwrapper, no difference. The smart material translates fine when dropped on one of Painter’s test objects, has to be a problem with the blender file import. Attached below is my import settings.
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For further context, here is the material as it should look, on one of the default objects.
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Hi @N. T. Hiner,
Your substance material looks great !
The problem once it's on your power line probably comes from two things:
First of all, you can try to increase the tiling value from your material. The unit system between Blender and Substance Painter is different, and this may cause a too small or too big 3D object, resulting with a bad tilling.
But most of all, It looks like a texel density problem. There is certainly a bad size ratio between the UVs island. You could check the UVs directly in Blender to be sure they are consistent.
Or, you can try the auto-unwrap from Substance Painter. I know you already did, but the default parameters are not changing your UV size. You can try to switch the packing parameter to Recompute all.
Please, do not hesitate to contact me if your problem persists.
Have a nice day,