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Efficient Workflow for Clothing Variations in Game Asset Creation?

Hi everyone,

I’m looking for advice on creating and managing clothing variations for a game character. I’ve modeled an NPC in Blender and textured it with Substance Painter.

To implement the clothing, I created separate meshes for each piece and assigned a material to them. My current approach is to toggle the clothing meshes on and off in the game engine (I’m using Godot).

Now I’m stuck on how to create multiple variations for each clothing item. For example, if I have a T-shirt that comes in 10 different designs, I don’t want to create 10 separate meshes for it. As far as I know, Substance Painter doesn’t directly support creating multiple texture variations within the same project.

What’s the common workflow for this type of problem? Is there a approach for efficiently managing variations? I’d really appreciate your tips or insights!

Replies

  • Fabi_G
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    Fabi_G high dynamic range
    Hi! Do you have images of what you currently have and want to achieve?

    A quick option would be using variants of a material with different textures in engine. Or an atlas containing multiple designs, used with a shader allowing to flip through variants.

    If the designs allow for it, could get even more sub-variants by coloring using masks, perhaps gradient mapping.
  • Mauschelbär
    First of all: Thanks for the response!

    My focus is less on finding a solution within the engine and more on tackling the task of texturing first. As you can see in the image (and please keep in mind that I’m not a Blender pro ;-) ), there is a separate mesh for each piece of clothing. In the screenshot, the character currently has all clothing items displayed simultaneously. Each clothing item has its own material. In Substance, I now want to create multiple variants of, for example, "tops-1".
    However, Substance only allows me to paint one material, and there’s no option like "New Variation". The goal is to export multiple texture sets per material from Substance (e.g., top-1_albedo_var_04). Is there a way to achieve this, or should I reconsider the entire concept fundamentally?



  • Fabi_G
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    Fabi_G high dynamic range
    Hi! While I haven't dealt with this exact situation, when I worked on texture variants of plants, I kept it as dumb as possible - one file per variant (since I wasn't the only person working on the assets, having easy to understand files was a consideration too). If the variation affects only Color maps, I would consider authoring them separately in an image editor and have one Painter file to export the base PBR maps from.

    Painter functionality that might be useful to find a solution that works for you:
    - Smart Materials to move layer stacks between files
    - Layer instancing to sync certain aspects between texture sets (if you decide to have all shirts in one file)
    - User channels to export additional maps (pipe different color variants into different user channel for export?)

    That's what currently comes to mind. Much success with the project!
  • Mauschelbär
    Hey Fabi_G, thank you for your answer!

    So it really seems as if I have to approach this with workarounds, i.e. one file and many individual exports.
    That's really disappointing, because I would like to export many PBRs automatically and don't want to show and hide layer stacks every time and then export them.
    But never mind. Thank you also for your tips on smart materials and layer instancing.

    If anyone else comes up with something better, please let me know :-)
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