2 Link to post Share on other sites. This path is saved per project. Substance Archives are a special file format in the Substance ecosystem. Got a problem exporting my mesh into Substance Painter Hi, when I try importing my 3D mesh, it looks all messed up and has problems, here's what I mean: This is my mesh in 3ds max: Hello guys im new in the mesh world and im tryning to texture my meshes with substance painter, what kind of setting i may use for export the textures for secondlife? PBR metallic/roughness is the default shader in Substance Painter. JL Mussi shows an easy way to export a model from Maya to Painter for texturing. You don't need another piece of software, keyshot is also extremely expensive. For some f*cking reason, Secondlife has designed it so that the Specular Map is located in the Normal Map's alpha channel. Tweak height map with levels and curves 4. This also means that you get highlights from the sun and moon, as well as reflections of the environment. Usually AOs, edge maps, and curvatures combinations will be good enough. If that's the case, then export your model from Maya again and make sure that the mesh is a single object and has only a single texture assigned to it. Specular Map is a bit weird. It’s highly recommended that you have a low-poly and a high-poly version of your mesh, so you’ll have less or none issues during the baking process; However, if you export your original mesh with your new mesh (teeth) as one obj/fbx), you can go to Edit -> Project Configuration and then reimport from there, substance will keep all your paint work from before and apply it to the same textureset of the newly imported mesh. Those textures files are created from each channel present in each Texture Set of the project. Importing your textures will be done in the Game Explorer window. But the Alpha of the Normal Map is the actual Specular Highlight Map (seriously wtf Linden). If that's the case, then export your model from Blender again and make sure that the mesh is a single object and has only a single texture assigned to it. Mesh goes into Substance Designer 2. This tip does not only just assist in Substance Painter. Basic english breakdown for a more direct answer. The mesh had more than one texture assigned to it. "Cre_UDIM" is Create a texture set per UDIM tile. By Gaspare Alectoris, September 2, 2020 in Mesh. Good luck! The RGB of specular is the Specular Color, the Alpha represents the Environment Reflections (Yeah I know, wtf Linden labs). Add glossiness channel in your texture set. Re-export to Substance Painter and confirm. Solution : Substance Painter. That’s really getting into the basics of using SP. Use the File > Export Textures dialog and choose the export preset "Mesh maps" Right-click on the a baked texture in the Shelf and choosing "Export". Export the glTF file from Substance Painter. So I was wondering if it is possible to export meshes and "baked" maps from Substance Painter? It reflects the environment around you. What I got from the OP was they were asking what settings should they use to export. Just like in Substance Painter, you can export your tesselated mesh from the viewport. This will be predominantly white for non-conductive materials (most materials in the world). Substance Painter and Substance Designer are excellent programs that are specifically made for texturing. But be extremely wary of how much texture load you add,it adds up quickly and on a full scene, every little bit helps. Export the mesh from an SPP file The idea of putting everything needed into one single SPP file is great for exchanging painter projects. I should mention that there are other ways that you can wind up creating non 100% scale during modeling, so it is good practice to check you mesh for scaling issues before exporting to Substance Painter. The problem, is that the Substance Painter textures are for some reason seperated into 4-5 different maps. Good, well packed, well designed UV maps also allow you to get the most out of your textures. "Sel_MESH" is only export the "select" mesh(FBX)!. The alpha channel however holds the actual glossy/specular map. I don't upload SP exports directly to SL as I tweak them in Blender and Photoshop first, but at one point made a quick export preset to test in SL, which looks like this (old version, haven't upgraded my personal copy after Adobe acquisition). Using the Unreal Engine export preset, you can quickly export maps with packed channels for optimized use in UE4. No. You can now export that mesh as an FBX file, keeping your original triangulation and scene hierarchy. Export the glTF file from Substance Painter. In this course, I’ll walk you through the workflow of how to best use them alongside Blender. For 1 simply use the 2d export which SL users has been asking for years for and they finally delivered it earlier this year (ish). There isn't one setting to do this. It won’t match the 3D view of course. The Environment Map effects the reflectivity of the surface. That should fix the mesh for susbtance Painter. B Part:"SP2Blender" install to the Substance Painter Let the Substance Painter connect the Blender. Is there a setting somewhere? Using concavity, curvature maps, and what have you can also go along way. Substance Painter actually has an automatic UV tool, which from what I’ve seen appears to work quite well. Export to anything. This addon is let the Blender mesh to the Substance Painter,Let the CG work been quickly! The environment reflections is the Alpha map of the Specular texture. JL Mussi shows an easy way to export a model from Maya to Painter for texturing. It also lets you Import resources and Export textures of your project. This is responsible for how the object is illuminated in respects to light. Offline / Send Message Many filters and materials adapt to the geometry of a 3D mesh by looking at these baked textures. Got a problem exporting my mesh into Substance Painter Hi, when I try importing my 3D mesh, it looks all messed up and has problems, here's what I mean: This is my mesh in 3ds max: Export the glTF file from Substance Painter. The output files of the Bakers are saved inside the project file (*.spp). It's easy! No. Or another HDR? Export Height Map 2. So i made a 3d model in 3ds max, i set up the UV and then imported it into SUBSTANCE PAINTER. If you are a Maya artist who just getting started with Substance Painter, you should check out this quick guide by JL Mussi.Mussi shows an easy way to get Maya models out and into Substance Painter so that you can texture using painter’s PBR tools. you can use the regular PBR export in the current version for 2 and 3. Normal Maps. I got the trial of SP but the 2D export was frustrating me. 2. But you can do what ever you want with this channel. Keep also in mind how "important" the baked details you are adding are: if no one notices that something isn't "there", it brobably isn't needed. The largest file you can import (for most viewers) is 2048 which becomes a 1024 automatically. Here's the settings you need. Illustration of export functionality. The most convincing "gold" materials in SL have a specular color close to their diffuse but lighter, and a reasonable amount of environment. Select your Low Poly mesh from the file select option. Click File > Export Textures. On the website they have tutorials you can get through the introduction ones in a few hours and it is well worth the time investment as it shows you how to manipulate elements like environments so you can control your directional lighting etc. Edit: The edit menu lets you quickly Undo and Redo actions. So the front was more lit than the back, and if you rotate the environment the more lit area changes. Which object format would people recommend as the best/most effective format for exporting models to Substance Painter. Alpha channel will be for glow maps, alpha transparencies, etc. For metals, iridescent, exotic materials, and what have you, you'll want to add color to the specular highlights. Mesh ; what setting for substance painter export? The default export path for any new project is located in the "Documents" folder. Now, we can export this mesh again but turn on Include UVs this time. Diffuse Map, RGB Channel will be your normal diffuse. Click File > Export Textures. and also with import? My suggestion to you is if you follow basic substance tutorials it will explain the answers for you. Designer allows you to build complex procedural materials, and Painter allows you to apply those materials to your mesh using brushes, masks, and even particle simulations. One Substance Painter to Unwrap and Export them all (with Displacement) Today is the very first release that the team ships entirely remotely. I have tried .fbx and .obj and they both work slightly differently on the same model so I am seeking clarity as to the most reliable option. Apply as displacement map 3. What I got from the OP was they were asking what settings should they use to export. Export entire model with applied textures from Substance Painter Hello everyone! Click File > Export Textures. Export to any game engine, platform or renderer with just a click. … In this course, I’ll walk you through the workflow of how to best use them alongside Blender. it seems you may be new to the application. But don't overdo it, SL does have a lighting system after all. To convert the Substance Diffuse to a useable SL texture. Quote from: Steffen.Duenner on November 24, 2015, 06:34:18 pm. These 3D Meshes are made of Polygons. Sign up for a new account in our community. Substance Painter and Substance Designer are excellent programs that are specifically made for texturing. If you are a Maya artist who just getting started with Substance Painter, you should check out this quick guide by JL Mussi.Mussi shows an easy way to get Maya models out and into Substance Painter so that you can texture using painter’s PBR tools. I still have my Substance Painter files back up in another drive. Preparing the mesh. Painter Sync . I can open them and still see all the meshes and texture maps even I have lost them all. You can't add new meshes to an existing project. Step 6 Importing Into Substance Painter. Is there an export for SL? But, it's not one setting and click here and just export like this. For texture sets with opacity channel (like glass) you'll need to add alpha to the diffuse in export settings. Is there a way to get specular, roughness, etc, yes. 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