It's just insane that I was frantically googling this while still in school FIVE YEARS AGO only to find "sOrRy, nOt pOsSiBlE :B" and NOTHING has changed.
To solve it without using a program, you can also do the following: 1. Group all layers of each texture set into one group. Do this for all texture sets. 2. Copy and paste each layer group into the same texture set, so that you end up with all layer groups in the one texture set. 3. Remake your 3d model to only have the one material applied that matches the texture set where all groups were placed. 4. Bake an id map with the colors matching the texture sets in the original model and export it. 5. Replace the 3d model in your project with the previously made with one material matching the texture set. 6. Import the id map and make replace it manually. 7. Re-bake your mesh maps except for the id map just imported. 8. Add an id mask to each group using the id map. Kind of hard to explain, but not too hard to do.
@@EMNM66 It means that you have to create a single image with different colors. where each color belongs to what was once a material. It can be done by assigning colors to a group of vertices and then baking it in substance painter
Similar to another´previous comment, if you want to merge them without opening any other program. 1. Group all layers of each texture set into one group. Do this for all texture sets that you wish to merge. (Like the other comment). 2. Copy and paste all the textures sets you want to merge into one of them. 3. Put all this texture sets (now groups in a single texture set) into a folder. 4. Transform that folder into a smart material and make sure it is saved into your program. 5. Get the correct mesh, make sure it has the materials (texture sets) you need and want. 6. Now add the smart material you created with the texture sets. 7. Add your maps by either rebaking them or getting the original ones (I recommed using the original ones or at least the ID to save time). 8. You should be done, in case you didn't have any mask on some fill layers you will have to clean that up but other wise you should be good to go. It can cause some funky stuff but most of the time it works
@mahyarjericho4167 Here's the easiest way: export fbx without material (low poly), another fbx with materials (high poly) - they can be the exact same mesh with same polygons, the only difference is one has materials and other one does not. import into Substance the one without material. Go to bake maps, in high definition meshes, give your high poly fbx (the one with materials), then bake the ID map with color source set as "Material color" Drop a material to your mesh and use "add mask with color selection" - the material would be applied to the area with color according to your baked Color ID map. and your project will always have one texture set.
@@leihejun844 None of those are best solutions, they all suck for now i just work as seperate untill final version where i combine it in Photshop The software in the vid would be good, if it worked
Just incase anyone else has the issue. The image names need to *end* in one of the variations on what is described on the TSC menu, nothing in the way after it. (E.g. _Normal_DirectX | _Base_Color etc) I say this because im not very observant. I was using UDIMs in substance so my texture PNG's ended in _1001 or _1002 and i couldnt figure out why this method above wasnt working. Changing the file names by removing the numbers allowed it to work as normal. Otherwise, helpful video. Saved me alot of time.
@@shprite781 Hey so sorry, didn’t get the notif for this! afraid I don’t use maya in this way when it comes to texturing or importing, so I wouldn’t know :( I UV in blender and export to substance painter. After texturing the model is usually UE4 ready as I work on game assets
Thanks for the tutorial. Also, a good thing to know is that If you have textures name with something after the "rougness" or "metallic", for instance, like "wall_roughness_sRGB.png" you should remove the sRGB from the end, and leave it like "wall_roughness.png", otherwise it won´t work
Hey man just wanted to say thank you for this awesome tutorial :) I just recently started texturing in substance painter using texture sets so this was super helpful for me. By the way, is this still the best method to use today or has substance added any new features to make it easier for combining texture sets?
No problem! I'm sure this isn't the *best* way to do this, it's just the way I do it and the way I've found that works. Since it's only been 2 months since I uploaded this I'm assuming there hasn't been any new features to help with combining texture sets, unfortunately. Should really be a standard feature
when I export the openGL map or DirectX it doesnt matter is the only one with normal map info on it.... there is another normal map that exports and applies all the necessary cut outs... but it doesnt have the info or detail on it... the open GL or direct x one does.... I dont see how to change it off of that.... as using the preset seems to be the only way to accomplish this.
Dont know if its the program or what but this did not work, didnt read any of the PNGs that were in the input folder and it did nothing into the export folder. I followed along three times to make sure I was not a crazy pants.
thx a lot man! combining texture sets in PS or using another plugin was so annoying; this plugin works way better and rlly speeds up my workflow; I wish combining texture sets would be a standard feature :")))
MIne is not working for some reason :/ its just blank when i click combine files, nothing is happening even though my settings are exactly the same and input is correct.
Is the "Document channels + Normal + AO (With Alpha)" an output template only available in the newest version of Substance? Can you create it as a preset? If so, how?
also, I can't seem to remove the ($colorspace) from the names using that preset, do I really have to go through 50 textures and edit the name individually?
Everything seems to be working, except the Normal map, i had to do it by hand in Photoshop, any idea why the normal map in particular? thanks tho, it was a time saver
I was having the same trouble too. It seemed to only combine the Input Maps normal and not the Combined Maps [baked] normal. You have to set up an export with the Combined maps normal with the Mesh Maps Opacity [you'll have to bake it] set to the gray alpha. I hope that makes sense.
I've followed all the steps, but the output folder is empty... It's not giving any error, or else. File names are correct, I've selected the alpha export and the .png format, idk why it's not working :c
When exporting textures from substance go to output tempates and in every node thing delete (.$udim) rhan files will have just numbers and will work with this merging software
hey, it happened to me too, but then I re-export my maps using "Document channels + Normal + AO (With Alpha)" and it fixed the stuffs. hopefully it helps!
It didn't work for me at all! Nothing is showing in the folder. Just to know you know bro you are using an older version of substance painter. Not the newest 2022 version.
Doesn't seem to work for me. It's just overlapping all of my texture sets on top of each other, resulting in a jumbled mess when I try to put the combined texture set back on the original mesh. Any ideas?
Hi, Its a great stuff, but stop working after a few use. Its said: Failed to execute script TextureSetCombiner and i cant even run it after that error message, with another laptop its fine, but its anoying to transport data between 2 device because of this .
@@vmpere2637 sure. I wanted to like it, as I desperately need a tool like this. But it does some weird thing where it just combines maps of one texture set. I guess it is being super finicky with the naming but I double checked everything. Also when it's is done and it's time to shut down the exe, clicking the x at the top just freezes the whole thing.
@@bentalls85 Ah ok, play around with the settings and which maps you're exporting. There's another comment saying they also had issues with the naming so it could just be looking for specific keywords that substance puts at the end of a texture to designate color maps, normal maps, etc. As far as the issue with freezing goes I haven't seen that in my experience but I'd recommend a reinstall of the software and see if that fixes it, hope you can get it working! I've got my discord in the pinned comment if you need some more help with anything
@@vmpere2637 Gotcha. I bit the bullet and taught myself manually combining in photoshop. Combining 4 sets and saving takes me 2 and a half minutes :) When my workload gets heavier I will give this addon another go. Thank you.