![]() ![]() Open Substance Painter and set up a new project, click ‘Select’ to import your FBX and set the texture resolution to 4096×4096. ![]() (Exporting as FBX is important if you want to bake ID maps later in the process) Select all of your objects and export them as a single FBX. In the image above I have named the materials ‘LeftGeomtery’, ‘MiddleGeomtery’ and ‘RightGeomtery’ and have assigned them to the ‘Left’, ‘Middle’ and ‘Right’ objects accordingly. Therefore, each object needs to be assigned it’s own material, preferably with a unique colour. Using an exploded view, you can see that the objects slot together and I will need to be able to paint on those concealed areas in Substance Painter later. They are closely positioned and parts of the geometry fit together.Īll of the objects share the same UV space, as shown below. In the image below, I have created 3 objects in Maya called ‘Left’, ‘Middle’ and ‘Right’. In addition to that, I’m also using Substance Designer 5.4.0 and Autodesk Maya 2017. The following tutorial is a method that I have been developing over time, recently made much simpler with the 2.3.1 release of Substance Painter.
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