Hello,
I have been working on a model which I UV mapped, then split up in several parts and exported multiple seperate objects as a single FBX to substance painter which helps me texture some parts more easily. But now I am at the stage where I would like to have all normal maps in 1 normal map and all base colors map in 1 base color map etc. During the UV process I have made sure that all parts do not have overlapping UV's once combinded together. I have seen many people having this issue but most of their posts are 1 to 3 years old. So does substance painter have a solution for this issue? Or more preferrably is there a 3rd party program that solves this issue? Thus far I have tried doing it in substance designer and Texture Set Combiner 1.0.4 without any positive results.
Replies
There's a reply with more specific information from one of the guys at Allegorithmic in a previous thread but the short answer is no, and you won't see it any time soon.
I have used designer to process the output data in the past, it's pretty straightforward and you can use batch tools to automate the process if you know what you're doing.
Generally though I'd suggest not working like that.
1. Export your current textures as document channels.
2. Export a plane from any 3d app. Make a new Painter Project with this plane as the mesh.
3. Import the textures.
4. Set up layers for each of the textures, these can be projection paint layers or fill layers, however your prefer, and you just pop your old textures into place.
5. Export.
Same thing you'd be doing in Photoshop, but if you are more familiar with Painter it's nice to stay in the same app. I made a shitty tutorial on how to do this awhile back, but I can't get audio to upload on youtube and haven't bothered with that so it's not very useful.
If you need step-by-step on the details just ask where and I'll show some screenshots or something. It's a pretty straightforward process and something I use pretty often. Especially in the case of something like making hair card textures, you may not know exactly how many you will need so it's nice to just make them individually to figure things out, then compile it all later.
Oh, and one note. If you export your textures to be combined without the infinite padding, it may be easier to mask them off.
https://www.youtube.com/watch?v=iWsdZ0IUhcg&feature=youtu.be
The problem with compositing and reimporting (regardless of the method) is that you can't go back and tweak stuff very easily
https://www.youtube.com/watch?v=kL1Unoepmn0
I can't share it cos I did it at work but it's not a particularly difficult thing to do so I imagine someone will release something similar at some point
First export your textures from Substance Painter with transparency and a padding of 8, 16 pixels, etc depending on your texture's dimensions.
Then using Bridge : Tools -> Photoshop -> Load Files into Photoshop Layers
Or using Photoshop : File -> Scripts -> Load Files into Stack
(Note that those options will load your png+transparency with a white background...)
https://gumroad.com/l/TextureSetCombiner