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UV Mapping to Substance Painter Help

polycounter lvl 5
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jdellinger98 polycounter lvl 5
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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  • poopipe
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    poopipe grand marshal polycounter
    The curvature map can be affected a bit by UVs - just experiment with settings to get the results you want for the model you're working on.

    Curvature is the basis for most of the edge based filters so its the one that'll have the biggest effect

    Otherwise it's just a case of doing good UVs
  • Shrike
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    Shrike interpolator
    Unwrapping should rarely matter for such things, but ive seen some seams come up on seams from time to time
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