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Missing Texture Sets

New Here ,
Jun 30, 2021 Jun 30, 2021

Hi. I'm painfully new to Substance P, so please forgive what may be a silly question. When I load my 12 part character .fbx model into SP in appears whole in the window but there is only a single texture in the 'Texture Set List' Everything is on one big map. Where am I going wrong? 

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Import & Export
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Adobe Employee ,
Jun 30, 2021 Jun 30, 2021

Texture sets are based on materials assignment, and not models. Make sure you apply different materials to the different parts of your asset before exporting to Painter.

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Explorer ,
Jul 02, 2021 Jul 02, 2021

I have been trying to figure out the same thing (i.e., how to import a model with different texture sets since my models do not have the color IDs that would let me use the geometry masking).  Based on some experimenting and the note from Jeremie I figured out a way that works for me:

1 - split the model into different subtools in ZBrushCORE.

2- Use the 3D Print ZPlugin to export an OBJ file with all the subtools in one file. (Note: to the best of my knowledge color information cannot be exported from the CORE version.)

3 - Import that OBJ into Stager.

4 - Add a material to each part of the model.

5 - Export that as a GLTF file.  (I cannot get this to work using an OBJ file; Painter will not import the the model at all.)

6- Open the GLTF with Painter.  I get a texture set for each part that came out of ZBrushCORE wether or  not the materials applied in Stager  are the same or different.  This also appear to be the case when I open the MeetMat sample.

 

Marmoset Toolbag3 will also open the OBJ from ZBrushCORE with multiple parts that can be individually textured.

 

I am very new to the Adobe 3D space and texturing in general so take this with a grain of salt.

 

A question:  Is it possible to separate a model into parts that can be textured separatly from within Substance Painter ?

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New Here ,
Jul 04, 2021 Jul 04, 2021
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Thank you for sharing the solution you found using ZB Core. I'm glad you found a method that worked for your situation. 

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New Here ,
Jul 04, 2021 Jul 04, 2021

Thank you, Jeremie.

I really appreciate you're rapid reply. As it turned out, I realised my obvious mistake before seeing you're explanation. Although I'm glad I worked it out for myself, I'm embarrassed for wasting your time. It was appreciated all the same.

 

A slightly more complex issue I now face has me completely vexed this time. I wonder if I could mention it here, although I guess I should offer it up as a separeate thread, really. 

 

I'm getting a map misalignment when I try and display my Substance Baked Maps on the model in Marmoset. One of the maps (the ammo pouch) reads just fine as you can see in the image file but I fail to understand how that works when the majority don't. I've just inserted the normal map as an example but the other read the same. I thought maybe the issue originates from when I made the UV's in Maya, but I didn't change my methods in any way so can't understand what I did to encourage a differing outcome. Can I ask what you think I've done wrong this time?

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