I hope you can be patient in looking at the screenshots and understanding the nature of the problem. I added titles to each screenshot to help you better understand the problem and what each screenshot refers to.
Hi everyone, first of all, I apologize for the length of this post, but I really need help as I don’t know where else to look. I’ve checked dozens of courses. I’ve been working for about a month on a huge project: a 3D model of a KSG, modeled down to every single part, with roughly 100 hours of work. I’ll also post some screenshots so u can immagine how much work i have to do.
My workflow is this: blender (hp-lp-mp) marmoset for baking, substance for texturing, marmoset and blender for rendering, ph for postprocessing.
I’ve reached the texturing stage and decided to start with the EOTech holo sight. I’ve tried hundreds of things over the past few days, and despite having a perfect UV map, using Packmaster 3 for packing into a 4k texture, applying the TD Checker, adjusting scales, checking normals, hard edges, seams, materials, and naming of every single piece perfectly, I still face an issue. On substance painter the td checker says the td is low, my model is orange.
In UVPM3, I used several combinations of options, and these should be the best ones or at least the same options I’ve used for other models in the past. I also tried exporting the model with Blender scale set to 10.0, 0.01, or 0.1, but got the same result. I double-checked multiple times with the Texel Density plugin, and it has always been 130 px/cm, so it should be more than fine. But in Substance, it seems the opposite.
When I go into Marmoset to bake everything, the baking works fine. But when I start texturing on Painter, apply the textures, and use the TD Checker generator, the model appears orange/red (low TD). I’ve tried everything: changing the model scale, Blender scale, different units, all export options in every possible combination. Nothing works. The model still seems to have a low TD.
It feels absurd that a model roughly 9 cm in size would need UDIMs. I actually tried with 3 UDIMs, and the color became “green,” which isn’t optimal TD, just medium.
I’d like to ask three things to finally understand how to handle a workflow like this:
For a model like this, intended for hero shots at a relatively close distance (not sure if they count as macro, but I want individual metal scratches to be visible), do I need UDIMs?
What are the best export options to go from Blender to Marmoset and then to Substance Painter?
Is the TD color acceptable for what I need to do?
I’ve really ensured the model is at the ideal size, using ChatGPT and various forums to understand the scale Substance recognizes, but nothing works. The Blender scene scale is 1.000000 and set to CM. In Substance, I use the default settings and the FBX model size.
I’ll post screenshots of everything I mentioned so you can check if the workflow is correct. I apologize again for the long post, but I really need help, especially considering I still have a lot of work ahead. Thanks in advance, and I’m also new to the forum.
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