What a huge coincidence. I literally just installed Painter yesterday to start learning how to texture, and then this gets uploaded the next day. Thank you.
Possibly this is the most important class for Maya Artists planning to use Substance Painter the greatest tool for texturing. 😍😍Loved this. Please make more for Maya Artists who wants to use your SP or other Substance Tools.
Appreciate that. I've learned however, to do one of those steps a little different. I want to keep the number of texrtures down to a minimum. So, I'll have one texture set, but I'll use UV shells to mask out different parts for different paint layers. This way, I may wind up with 30 or more layers, but when it's processed, I have only one RGB texture, height map, roughness map, etc., for the entire model.
Great video, thanks! I was having issues getting the vertex colours to export in my .obj file. Tried a few things but switching to .fbx solved this and now I can use the color IDs.
I never really used the workflow of ID but damm is it handy Didn’t even know that you can assign vertex color in Maya after using it for 3 years 😂 That video was damm helpful
Thanks. What about if the materials are assigned to polygons, rather than separate objects? At 5:21 if I "click and drag", the UVs remain attached to the unselected faces having another material. Clicking and dragging just elongates the edges of the unselected faces that are close to the border. Is UV packing per texture set even relevant when, as I have, textures are applied per face on a single object?
renaming the shaders did not transfer to substance for me. you have to click on the stream up button and rename the shading group node and that crossed to substance for me. dont know if im doing it right but just putting this out there. hope it helps someone.
When you use auto UV, how do you export the new UV layout? For example, if I want to Render the texture in Arnold, could I use Substance Painter's UV map or would I need to do it via Maya before texturing?
Not on a per island level, it's full auto. It does keep it consistent for all islands though. You can still set them per textureset, so split the unimportant stuff onto another set.
@@Substance3D okey that help, i was just curious. i love making UV, i know im weird. also is it possible to request a video topic? could you make a tutorial on how to make trim sheet on painter? i know its more efficient to make em’ in designer, but i prefer painters stacks. the nodes on designer gives me a headache after a while.
If you paint by polygon or by island you don't need to do any of these extra steps. I feel bad for the beginner who gets overwhelmed with all this information that is unnecessary. It made me think of how you "need" to assign color maps, which is also extremely unnecessary.