HI , I would like to use "match by mesh name" in SP with my blender's 3D assets , to avoid baking issues, and change the workflow a little (exploding is a good option but not for my current model).
1- If I am goiing to use "match by mesh name" I should name "name_sufix" from the HP and the LP to match them each other right?.
2 - what's about the "material" , in blender, in every material you can store a UV space, so If I brint to Substance painter "N" amount of Material from blender of a respective model would be .... N amount of material = N amount of UV space ( for the obj or fbx model you exported to SP) .
3 - Exploding meshes is a good way ,but I am tired sometimes. I would like any trick to non organics models for baking process with "Match by meshes names" , specially for stylez assets for PC .
4 - a friend of mine use 3D max and I can see his models , One single object can store multples meshes and every mesh can move independient or it is look like another object and not a mesh... in blender you can join or separate objects (but objects has meshes and the name of the mesh is not the name of the object).
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About the material thing, UV information are stored per object, materials will only handle the textures but substance uses materials as a way to further customize the way that you will texture your mesh, in the background substance is probably ''merging'' objects.
here an example.
Example if you want everything in one texture set/single map:
1. Assing one material for them all.
2. Name and separate them properly.
Barrel_high
Barrel_low
Stair_high
Stair_low
3. Export all the hight poly pieces in one FBX and the low poly pieces in onther FBX.
If you would want to have 1 texture set for the barrel and one for the stair, then you would need to assign different materials for them.
in the step 2 ... you mentioned to separete propiety and naming... I make it as I show in the picture folder... however ... In SP I can only open one single file... (that is a pain.... I should combined? )
workflow 1 :
"combined_low" is a temporaly files ( with all the lowpoly merged , created in blender's fbx exporting options ) this files has all together the LP files, but it is a mess to bake, 50% could be ok...and in this case is not a good way.
workflow 2 :
I am stack in this workflow, I ve finished to give a name to all the HP and the LP objects... "barrel_high" , "barrel_low" , "stair_high" , "stair_low" , however they are separated , it is ok.. when I create a new SP file... I must chose 1 mesh and normal format ,etc... I chose a model to start to baking... could be the combined_low .... but when I am going to use "match by name" to bake...there is an error ... because all the HP meshes are different name prefix and sufix... another way is creating the same amount of Lowpoly objects as the Highest one ...but I will be 2 o 3 different lowpoly objects , in this manner , I think mesh by name will be efficient.
1. Assing one material for them all.
2. Name and separate them properly.
Barrel_high
Barrel_low
Stair_high
Stair_low
3. Export the Stair_high and the Barrel_hight in one FBX (Don't combine them)
4. Export the Stair_low and the Barrel_low in one FBX (Don't combine them)
5. Open the new project and select the FBX that have the low poly meshes.
6. Inside the baking option add the FBX with the high poly meshes.
Allegorithm has youtube channel where they cover all of the basics of substance painter, you should take a look.
https://www.youtube.com/user/Allegorithmic