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Combining multiple Substance Painter textures into one 

Stefan
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Sometimes we split up models for Substance painter into multiple colour IDs even though the whole model is on one UV sheet. This video is meant to show how to combine multiple textures quickly without issues. Weather you have 2 or 20 colour IDs, this method should work fine.
Someone in the comments also shared this tool which allows you to pack directly from substance painter • Stack N Pack - A Subst...

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7 сен 2024

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Комментарии : 62   
@david3atista
@david3atista Год назад
it's 2023, we have AI, but we still don't have an option in substance painter to combine the texture sets
@ortolaobla
@ortolaobla Год назад
I'm so mad about this.
@Glebv23
@Glebv23 5 месяцев назад
I was actually shocked when I ran into this issue. It's such a basic thing that I'm fairly certain they could get a basic version of it up and running within a few days.
@segstron
@segstron 3 года назад
I agree there should be a way to do this in Substance. However, there is a better way to do this in photoshop. Just add your layers for each type as you did, then change the layer type to "difference" for every layer. No need to select and delete for each layer. Thanks for posting this!
@segstron
@segstron 3 года назад
One more thing, for the normal channel, because it's not all black, you have to use "overlay" instead.
@stefantom4
@stefantom4 3 года назад
@@segstron you son of a gun, that's right! I'm not sure if the normals are affected by overlay, but using difference is a great idea
@SirStyx
@SirStyx 2 года назад
Thank you so much for this!
@joygamesinteractive
@joygamesinteractive Год назад
thanks toyou and the OP! :D
@esther9433
@esther9433 Год назад
@@segstron If the normals overlap from the bubbles overlay doenst work and this deleting thing might be better.
@simonthedigger99
@simonthedigger99 4 года назад
It's cool and all but I really hope substance painter gives a collapse all button
@gherat
@gherat 3 года назад
yeah, unbelieveable that it doesn't already have one after so many releases!
@CariagaXIII
@CariagaXIII 3 года назад
@@gherat even fbx exporter lol
@nikhilb1502
@nikhilb1502 3 года назад
Finally, it took me 36h to find this video lol, thanks for the explanation
@ultraboy99x
@ultraboy99x 3 года назад
Just make an id map man. Dont need to split the objects into separate pieces then.
@ortolaobla
@ortolaobla Год назад
@@ultraboy99x How to bake high poly to low poly with id map tho?
@darkage2639
@darkage2639 Месяц назад
why adobe not implement combining UV to painter with one button?
@TheTimeProphet
@TheTimeProphet 5 месяцев назад
What I do is to leave it attached together, and I colour code all the different pieces. then I export a colour mask from 3ds Max to use in substance painter. So the whole model is together and I use the masks to apply different materials, simples.
@stefantom4
@stefantom4 5 месяцев назад
Realistically it not common to spread out a single uv asset into multiple shader sets, but sometimes it's useful, like if your substance file is very complex and you would rather break it into a few pieces. Otherwise colour IDs are enough to break up the asset for texturing without making shader sets
@brandonut99
@brandonut99 Год назад
Open the object file in photoshop, select the layer containing all the uv maps, then under 3D at the top toolbar, select unify for 3D printing :)
@brandonut99
@brandonut99 Год назад
Wait it breaks the UV map nvm damnit
@austinjoseph8849
@austinjoseph8849 3 года назад
A nicely explained tutorial! Thank You!
@mahriannalyyeva1275
@mahriannalyyeva1275 4 месяца назад
You saved me ㅠㅠㅠㅠㅠ Thank you soooooooo much!!!🥺
@ahoorafarhadfar
@ahoorafarhadfar 8 месяцев назад
tnx bro you saved me 😂
@TheTimeProphet
@TheTimeProphet 3 года назад
One of my maps has put the orange colour all over the screen, so I can't select individual pieces
@stefantom4
@stefantom4 3 года назад
Make sure you've set your dialation to transparent in the export texture settings
@faizcurious7407
@faizcurious7407 2 года назад
I really love your tutorial👍😊 now this time idk this tutorial method🙄 plz elaborate 😍😊
@tlvanatta
@tlvanatta 3 года назад
I know this was two years ago... BUT HANK YOU!!!!!!!
@iiyaman69
@iiyaman69 3 года назад
Thanks for the help !!
@bedirhan1833
@bedirhan1833 3 года назад
I really don't understand the purpose of this video? You can already paint a single UV shell in Substance Painter with ID maps and you can export them one textures sets
@stefantom4
@stefantom4 3 года назад
If you want to break up your asset into multiple texture sets because you don't want too many layers on one set, or if you're texturing different assets as part of a large texture atlas, then you'll need to combine the map after exporting them
@DeathDealer-DD
@DeathDealer-DD 4 года назад
good tip but how do you solve seems problem, texture bleeding is important to get rid of the seems looking white or black
@mikekaczmarek9955
@mikekaczmarek9955 4 года назад
Adjust the edge dilation pixels when exporting the textures. This will expand the edges as far as you need.
@david3atista
@david3atista 3 года назад
None of my base color maps has a black background, send help
@stefantom4
@stefantom4 3 года назад
make sure you changed the dilation to transparent. Dilation infinate is what you probably have it on by default
@priyashanti663
@priyashanti663 2 года назад
Thanx. A lot.
@hamzakilic7844
@hamzakilic7844 9 месяцев назад
No need do this, ID map is enough for this.
@funchidor
@funchidor 2 года назад
how to do what in 3ds max? there is a way to siparate them so with colors?
@stefantom4
@stefantom4 2 года назад
Im not a max guy but I'm pretty sure yes, you can apply different material IDs to your objects in 3ds max
@funchidor
@funchidor 2 года назад
@@stefantom4 ok its about material IDs. thank you lol !!!! so that is easy.
@ulus2109
@ulus2109 3 года назад
what if one part of the mesh is metal and another part is wood? Would combining the ORM like this still work?
@stefantom4
@stefantom4 3 года назад
5 months to notice this comment but yes, it will work, sry 😂
@uzairali552
@uzairali552 3 года назад
is it possible all those materials sets are exported as just one textures set ?
@stefantom4
@stefantom4 3 года назад
I wish but no. Thats why I made this tutorial. Hopefully one day soon substance will finally add that feature
@proplayer682
@proplayer682 3 года назад
This is what you do not want to do sit and do it manually in photoshop
@alexanderrosete7256
@alexanderrosete7256 Год назад
Yea this process looks rough and would eat up so much time. Do you have better methods or apps that you would use for this issue?
@platinumpineapple9943
@platinumpineapple9943 4 года назад
Does this work for Marmoset so I dont have to import like 100 different texture sets
@stefantom4
@stefantom4 4 года назад
Yep it should work fine. You just apply the combined texture (e.g. base colour) to any parts of the model that use it. You can apply the same material to multiple objects in marmoset. Hope that makes sense 👌
@platinumpineapple9943
@platinumpineapple9943 4 года назад
Stefan naw its all too complicated for me. i would never be able to get this to work
@platinumpineapple9943
@platinumpineapple9943 4 года назад
Stefan I need to basically convert all my texture sets to Udims
@stefantom4
@stefantom4 4 года назад
@@platinumpineapple9943 It seems lke your UV and texturing workflow is a bit different to mine, perhaps making things more confusing. TLDR: Multiple objects can share the same textures. Lets say you have a chair and a table. they are seprate objects but their UVs are on the same sheet (or same UDIM). You texture them in substance painter and export the maps. Because both the chair and table are in the same UV space you combine their textures using the method in the video. Now you have one set of textures. In Marmoset you make a material and apply those textures. That material can then be applied to both the chair and the table.
@platinumpineapple9943
@platinumpineapple9943 4 года назад
Stefan oh ok cool, thats wjat i need then, is there a way to get all 80 texture sets into Udims Within Substance Painter after I already textured something?
@cgcatz1008
@cgcatz1008 3 года назад
Thank you a lot! stupid Adobe!
@cgcatz1008
@cgcatz1008 2 года назад
Stupid me. I can use ID Map.
@cgcatz1008
@cgcatz1008 9 месяцев назад
@@hamzakilic7844ID map can save your mask info data from any DCC such as blender
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