Avoid multiple Texture Sets on export from Substance Painter 🎨😫

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  • čas přidán 12. 09. 2024

Komentáře • 63

  • @0calvin
    @0calvin Před rokem +16

    That was a perfect explanation of the problem and available solutions. Great video. If only we had a checkbox to consolidate materials onto one map at the end, life would be so grand.

  • @phalhappy8612
    @phalhappy8612 Před rokem +5

    I just started learing substance painter today and this really bugs me. I spent almost 10 hours scratching my head and you really saved me. Appreciate this video so much. This is exactly what I want to know. Thank you, sir!!

  • @aussieraver7182
    @aussieraver7182 Před rokem +2

    Legend, cheers mate!
    Not only did you show us the solution, you showed us why certain workflows won't work too; I applaud that.

  • @ninoavila3303
    @ninoavila3303 Před 7 měsíci +1

    Instant subscribe, thank you so much . Been searching for this info for months and have only found roundabout ways of doing this that are clunkier/unintuitive

  • @nom928
    @nom928 Před 7 měsíci +1

    The method that works best for me is very easy to do. I create instances of every object that I need to be able to see (e.g., the engine of a car cuz the hood would block it or a gun magazine) in Blender and move every object away from each other so that I have an unobstructed view of them. Then select everything including the original objects that haven't been moved and export them. In Substance Painter, when you paint on one of the instanced objects, it will show up on the original and there's no need for multiple texture sets.

  • @7LY8
    @7LY8 Před rokem

    What a man! Using substance for four years now and always bonked my head at the process of layering these extra sets of textures on top of each other in Photoshop... Thank u :). Now I finally know.

  • @dejavucreations893
    @dejavucreations893 Před 7 měsíci

    Thank you so much I have been looking all over CZcams for someone to show me how to do this, and finally I found yours, the video was very easy to follow and understand, thank you.

  • @borzonstudios8638
    @borzonstudios8638 Před 11 měsíci +1

    Extremely useful, thanks a lot! Clear and exactly what I needed

  • @SoyalicSinan
    @SoyalicSinan Před rokem

    Your explanation is so neat. What mainly I use is export obj with no mat but have different meshes and ID with mesh ID in substance painter. That works as well if multiple mesh is necessary to use.

  • @ArtistGamedev
    @ArtistGamedev Před rokem +1

    This is exactly what I needed! Thank you so much!

  • @creativohugo
    @creativohugo Před rokem

    I am new in Substance Painter but I managed to make something really nice looking out of it after a couple of hours, through all that process I'd never imagine the most nerve wrecking thing would be to manage to combine each one of those island into a single set. I just wish there was a way for me to salvage all that work in the model I already made instead of starting over but I thank you so much for the help.

  • @yessiiiirrr2499
    @yessiiiirrr2499 Před rokem +1

    We love you Mr. V, never stop posting sir 😍

  • @archieruddick7802
    @archieruddick7802 Před rokem

    This is exactly what I've been looking for, thanks man

  • @jotacoxabagaray
    @jotacoxabagaray Před měsícem

    Great tutorial, man.
    How to deal with texel density in this workflow?

  • @dubtube6691
    @dubtube6691 Před 4 měsíci

    Nice thank you, exactly what I was looking for. 2024 and this feature is still missing in Substantive Painter. No idea if this program still gets updates

  • @xyzconsultingarvr3ddesign8

    Thanks for that! I was already doing most of the workflow but with an FBX so happy to know that I just need to use OBJ so the mats don't come through

  • @liliaellis4366
    @liliaellis4366 Před 10 měsíci

    Amazing information! 😍

  • @dhxl
    @dhxl Před rokem

    You saved our week, kind sir!

  • @_s_s_world_
    @_s_s_world_ Před rokem

    great explanation/ why i not watch this before start texturing ( well later better than never!

  • @Digital_Squirrel
    @Digital_Squirrel Před rokem

    Thanks for another great tutorial, Jay. If Unity gives me the same hassles as you describe for Daz Studio this will give me an excellent place to try the various workflows you describe.

  • @romainv603
    @romainv603 Před 6 měsíci

    Thanks you so much for this tips :D

  • @muglermugler5590
    @muglermugler5590 Před rokem

    You made it so easy to understand! Thank you!

  • @scar9337
    @scar9337 Před rokem

    Thank you so much for this video. This helped a lot!

  • @LuisJimenez92CR
    @LuisJimenez92CR Před rokem

    TY dude you are awesome

  • @badimagerybyjohnromine
    @badimagerybyjohnromine Před rokem +1

    Good video as always, I have a request that might help a lot of people. The infamous unhandled exception. Basically when auto fitting genesis 2 to genesis 8 (or any version really) daz studio crashes while loading your morphs. I thought it was the amount of morphs and it turned out after a fresh install of Daz and g8 and g2 and the one character I wanted to fit to it, it worked. Installed a second character and crash, the character that previously worked then crashed too. Idk how it gets messed up but I found it frustrating. I'm hoping you have some insight on this because searching for a fix leads to many threads stating it was "fixed in the latest version" lol

    • @WPguru
      @WPguru  Před rokem

      I don't think I can help with that, I don't have the need to fit a rigged figure to another rigged figure. For the purposes of a fit suit, I'd export an OBJ and fit that to the rigged figure and haven't had trouble. I can however confirm that in latest Beta, I can fit G2 to G8 without trouble (4.21.1.26).

  • @yuniorfrometa4749
    @yuniorfrometa4749 Před rokem

    thanks, great tutorial

  • @wordsshackles441
    @wordsshackles441 Před rokem

    Very clear explanation. Thanks

  • @javierrumego9651
    @javierrumego9651 Před rokem

    Thanks for this video. It's very helpful. I still don't understand this Adobe Painter update. I clearly prefer the old way that the Texture Test Setting worked. This is very awful.

  • @Beware...OblivionIsAtHand
    @Beware...OblivionIsAtHand Před 9 měsíci

    Amazing, thank you for that! Do you have another video about how to do this but with normal maps. Thanks again.

    • @WPguru
      @WPguru  Před 9 měsíci

      Normal maps are part of the texture set you export from Substance Painter. Anything you add in the height channel is converted to normal maps. That’s all I can tell you. What is it you’d like to know? Maybe I can help.

    • @Beware...OblivionIsAtHand
      @Beware...OblivionIsAtHand Před 9 měsíci

      ​@@WPguru When I try to get a project's normal map in Substance Painter, I usually split the mesh into parts to get better normals. Especially in complex meshes. So I use various materials to make it. Then I want to join them together to have them in a single file, but Set Combiner does not work and I don't like the solutions in Photoshop and Blender, since they are based on mixing them with a factor of 0.5, making the padding less sharp. Basically I'm looking for how to put together normal maps without losing sharpness.

    • @WPguru
      @WPguru  Před 9 měsíci

      Splitting the mesh won't give you better normals as such. It sounds like you need to split your UVs into multiple UDIM tiles. That way you can give more texture resolution to various areas of your mesh. Say an exterior building could have one UDIM for the roof, one for the doors and windows, and one for the walls. Rather than a single 4K tile, you end up with three times the texture space.

  • @user-lk3rx6je8g
    @user-lk3rx6je8g Před rokem

    Thanks man, really usefull information!

  • @damjanzugic6343
    @damjanzugic6343 Před 11 měsíci

    I find it hard to use ID map with complex objects, even 4k resolution is not enough to get it clean looking. It gets pixelated on the edges. Texture set combiner does the job the best.

    • @prymexxxx
      @prymexxxx Před 3 měsíci

      Does Texture Set combiner work with UDIMS? I am trying and it doesnt seem to work

  • @Mortom83
    @Mortom83 Před rokem +1

    Nice solution :) But if I have more than one UVW tile on the object (UDIM), that it's not a solution in my case :( The only thing I do to get around that is to run chaiNNer program, create node tree and combine these maps into one set of UW tiles. Setting It's a bit tedious at first, but it pay off in the end.

  • @user-tp1fy9xn5x
    @user-tp1fy9xn5x Před rokem +1

    It doesn't work for me! What am I doing wrong?

  • @emikemta
    @emikemta Před rokem

    life saver of a video, thank you

  • @DEVIANT...
    @DEVIANT... Před rokem

    thanks for sharing jay ps awesome thumbnail

  • @zeddlegion
    @zeddlegion Před rokem

    Hello. I found if you hold Ctrl, you can then just drag an drop on to your color location. much faster

  • @wuujuu
    @wuujuu Před rokem

    Use the stack N pack plugin & don't feel compelled to update substance I'd only do it if necessary this plugin working is more important than their feature update of mostly redundant upgrades.

  • @mkaram4893
    @mkaram4893 Před rokem

    So, in the first example with the 3 materials added in blender, and 3 texture sets in substance painter, I don't get how combining the 3 texture sets into one would be helpful, unless you export an additional object with 1 material, a game engine like unity would expect the object to have 3 materials on it, and won't work with a combined material anyway.

    • @WPguru
      @WPguru  Před rokem

      The OBJ without material zones is purely for Subtance Painter. You can use the one with material zones in your target application, then apply the same texture set to every zone. That way your combined texture set works with the original object, and you have full shader control over the material zones.

  • @p_p
    @p_p Před rokem

    does same thing happening when importing from marvelous designer? do i need to do this step in substance before import a garnment into daz?

    • @WPguru
      @WPguru  Před rokem

      Yes it does, Marvelous Designer also creates multiple material zones (one for each material you're using). I don't know if MD can export without materials, but it's easy to do with a quick round trip into Blender.

  • @TheWatchmanNews
    @TheWatchmanNews Před 11 měsíci

    Is there anyone who can explain how to fix textures not aligning with the meshes? I am new to working with substance painter and I am specifically working with Microsoft Flight Simulator 2020. I import the glt model in blender so that I can export it as an fbx file. But when I open it in substance painter some aircraft have weird artifacts and some the meshes don't remotely line up with the textures. I don't need all the animations and other stuff that the model has. I just need the parts that need painted. I heard that the extra information may be causing the problem. Can anyone point me in the right direction please?

  • @lagunaciteko6134
    @lagunaciteko6134 Před rokem

    coolest tutorial

  • @yportne6410
    @yportne6410 Před rokem

    I always end up working with multiple 4k textures, so having 1 material just isn't practical. Still, the ID method looks pretty useful, so thanks. We should be patient, after all, Adobe is a small company and can't afford to spend money on such a small feature... oh wait.

  • @Tranoiz
    @Tranoiz Před 9 měsíci

    Do you know how I can do this on maya instead? Or is it only on blender?

    • @WPguru
      @WPguru  Před 9 měsíci

      I don't use Maya, but have a look at the OBJ export options, there's might be an option to not include the materials. I've seen this in other 3D apps, I'm sure Maya has such an option too.

  • @g35
    @g35 Před rokem

    Hello, where can I contact you?

  • @Gio0317
    @Gio0317 Před rokem

    Hi, I have uv mapped all objects in blender but when export id color and bake them in substance, the colors become really messed up, what could be the reason?

    • @WPguru
      @WPguru  Před rokem

      Define "messed up", like fuzzy on the borders between maps? If so, it could be that your document resolution is too low. The edges on the 3D object are described by points/curves, but the baked maps are rasterised, so a lower resolution will produce a fuzzier map. Try 4K and see if it helps.

    • @Gio0317
      @Gio0317 Před rokem

      @@WPguru I don't mean fuzzy, I meant like they show up different colors at different objects, not like I colored them in blender but only red and blue for some reason, I think there must be something wrong with my substance painter settings

    • @WPguru
      @WPguru  Před rokem

      Oh OK, in that case it could be the Max Frontal and Max Rear values in the baking menu. Those tell Substance Painter how far away it should look to get the curvature right (I think). It'll depend on the object what works best, try changing one value at a time, adding/removing a zero and re-bake the ID map (0.01 is the default, try 0.001 and 0.1 etc and see what works best). Good luck!

    • @Gio0317
      @Gio0317 Před rokem

      @@WPguru thanks will try

  • @diesergeldjunge4183
    @diesergeldjunge4183 Před rokem

    Theres also a program called Texture Set Combiner

    • @WPguru
      @WPguru  Před rokem

      I've tried that, it's really neat. There's also a Photoshop plugin that can do it, but they're both additional steps that take time. It's so sad that Adobe don't just want to make it an option on export. 😢

    • @Beware...OblivionIsAtHand
      @Beware...OblivionIsAtHand Před 9 měsíci

      That app requires a specific output template. If an amateur does not know how to build a template, these alternatives are very useful.

  • @PokeHeadroom
    @PokeHeadroom Před rokem

    WHAT THE FUCK why didnt they teach me this first

  • @toonanimationstudio
    @toonanimationstudio Před rokem

    Earn one subscriber your videos are awesome