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UV Mapping to Substance Painter Help

polycounter lvl 2
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jdellinger98 polycounter lvl 2
other than hiding seams, etc; is there anything I should be  conscious of when unwrapping hard surface models for substance? Particularly with the different map types like curvature and AO.

When editing in SP I see this pop up in different editor and wasn’t sure if I was unwrapping it right or if I could be unwrapping even better to produce better maps overall. Mainly I’m confused if how smart masks like edge wear are affected based on how a model is unwrapped or it is auto detecting edges in 3D space. 

Bonus; any extra quick tips to layout professional looking UV Would be Appreciated!

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