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
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.
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?
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!