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.
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!!
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.
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
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.
Thank you so much I have been looking all over TH-cam 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.
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.
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.
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
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.
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.
@@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.
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.
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.
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.
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
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).
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.
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.
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?
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.
@@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
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!
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.
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.
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?
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.
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.
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.
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. 😢
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.
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!!
Legend, cheers mate!
Not only did you show us the solution, you showed us why certain workflows won't work too; I applaud that.
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.
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
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.
Thank you so much I have been looking all over TH-cam 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.
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.
Extremely useful, thanks a lot! Clear and exactly what I needed
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.
This is exactly what I needed! Thank you so much!
We love you Mr. V, never stop posting sir 😍
This is exactly what I've been looking for, thanks man
Great tutorial, man.
How to deal with texel density in this workflow?
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
It doesn't work for me! What am I doing wrong?
You saved our week, kind sir!
Very clear explanation. Thanks
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
life saver of a video, thank you
Thank you so much for this video. This helped a lot!
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.
Thanks man, really usefull information!
You made it so easy to understand! Thank you!
thank you so much you saved my life
Amazing information! 😍
great explanation/ why i not watch this before start texturing ( well later better than never!
Amazing, thank you for that! Do you have another video about how to do this but with normal maps. Thanks again.
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.
@@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.
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.
Thanks you so much for this tips :D
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.
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.
Does Texture Set combiner work with UDIMS? I am trying and it doesnt seem to work
TY dude you are awesome
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
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).
thanks, great tutorial
Hello. I found if you hold Ctrl, you can then just drag an drop on to your color location. much faster
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.
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.
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?
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.
@@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
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!
@@WPguru thanks will try
Do you know how I can do this on maya instead? Or is it only on blender?
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.
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.
can you make a tutorial on this?
thanks for sharing jay ps awesome thumbnail
Hello, where can I contact you?
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?
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.
does same thing happening when importing from marvelous designer? do i need to do this step in substance before import a garnment into daz?
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.
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.
coolest tutorial
Theres also a program called Texture Set Combiner
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. 😢
That app requires a specific output template. If an amateur does not know how to build a template, these alternatives are very useful.
WHAT THE FUCK why didnt they teach me this first
Earn one subscriber your videos are awesome