I usually sculpt and paint textures in parallel, I adjust both continuously while working. I always have the same UV's and just want to update the model in Painter, but instead everything gets screwed up because of the weird forced reprojection. Please tell me that this can be turned off? I just want to import a new model and keep my layers.
Sorry if this has been answered, I've searched this forum and google, couldn't find a good answer.
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I rarely need to change the UV's and if I do, there are many ways to transfer textures in other software. From what you're saying I get that it would be a pretty big task to change this, but are there any plans to bridge this somehow?
Not trying to be combative, I was just starting to enjoy Painter and this was a disappointment.
Also, projection is done based on the bounding box of the scene, so if you intend to change significantly the shape of your asset, I'd recommend adding a "virtual" bounding box to your asset by adding 4 small objects or triangles in a box shape around your asset, far enough that any change to your mesh wouldn't spill out of that bounding box.
There is currently no plan to change that behavior which is at the core of the Painter engine (we could do something about the bounding box though).
Thanks.
I do agree however that allegorithmic should add a button to bake the projected strokes into UV space for just this sort of situation - it's not like the information isn't there already.
Edit: Genuine question from someone just tinkering with the trial: how do you work in a pipeline with substance painter? Looking for a reason to try it more seriously.
Pipeline wise. I heard the same concerns when we introduced it at my studio and now there's 100odd people who would literally fight you if you tried to take painter away from them .
You just have to use it the way it's intended.
80% of your texture gets done using colorID masks and generators - at this stage mesh changes just require a quick rebake .
When you're at the stage where you're manually masking out bits of generator you don't like or applying handcrafted details you kind of want to be working on a final mesh anyway
The way people generally get around the issues thomasp mentions Is to export textures, import them and work on top. The same way you would in Photoshop
I will say though that manually painting specific things like realistic faces isn't really what painter is for. Mari and Photoshop are far more suitable for that sort of thing.
Painter is fundamentally just a really nice way to apply and layer materials