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Substance Painter: Problem with UV replace

GIZ
polycounter lvl 11
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GIZ polycounter lvl 11
hi.

I'm doing a project with multiple texture sets.
I realized that a mesh has the wrong UVs, I unwrapped badly but I realized it very late, when the project is almost at the end of the main paint.

I then performed the mesh change.
emnu EDIT ----- PROJECT CONFIGURATION ---- select the new mesh, preserve uv.

The operation is successful, but when SUB P. imports the new mesh I have 2 problems.
1) the textures do not match
2) ALL texture layers are dark and "locked" in the software.

What am I doing wrong?
thank you very much for the car I attach pictures

Replies

  • Alex_J
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    Alex_J grand marshal polycounter
    You must have changed the texture set (material) names.

    In the Texture Set List, click the Settings dropdown, then Reassign Texture Sets
  • GIZ
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    GIZ polycounter lvl 11
    Thank you Alex, but i have some problem with this. 
    IF i click like you say, sub open this window, like this in pic. 
    The sets in left can't drag and drop, i can only press APPLY. if i press apply nothing change the sets are still not selectable .
     I'm sorry but I'm not understanding this procedure. Can't click on SCOCCA_basso or MATERIAL.001.... i don't known. 

    also i follow this link but can't make this. 
    https://docs.substance3d.com/spdoc/texture-set-reassignment-156565560.html#:~:text=The%20Texture%20Set%20Reassignment%20window,some%20Texture%20Sets%20become%20disabled.



  • Eric Chadwick
    Hey... we have an Adobe Substance section. Moving this into there, from General Discussion. Hope this helps! 
  • Alex_J
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    Alex_J grand marshal polycounter
    I'd just go through the instructions for that very slowly and carefully.

    Beyond that, if you just cant get it to work, only thing I can think to do is go back to old version of the painter project, put entire layer stack into a group and convert to smart material. Then can reuse that in new project with new mesh.
  • GIZ
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    GIZ polycounter lvl 11
    Thank for your help.
  • poopipe
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    poopipe grand marshal polycounter
    silly question but...

    did you rebake all the maps after importing the mesh with new UVs? 

    cos you need to do that
  • Epitaph
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    Epitaph ngon master
    Keep in mind that any 2d painting (manual painting in UV/2d view) will just be reprojected onto your reimport with no respect to any uv changes... so it'll always look incorrect. The only non-destructive preservation aside from generators/masked layers etc, would be any work/strokes done in the 3d view.
  • poopipe
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    poopipe grand marshal polycounter
    It just looks like the textures are applied to a different set of UV coordinates to me.  It's pretty difficult to work out whats going on in the file though tbh.  Do you need 50 texture sets?
  • GIZ
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    GIZ polycounter lvl 11
    poopipe said:
    silly question but...

    did you rebake all the maps after importing the mesh with new UVs? 

    cos you need to do that
    Yes i bake it for 2 tome , but nothing. 

    Kanni3d said:
    Keep in mind that any 2d painting (manual painting in UV/2d view) will just be reprojected onto your reimport with no respect to any uv changes... so it'll always look incorrect. The only non-destructive preservation aside from generators/masked layers etc, would be any work/strokes done in the 3d view.
    ok but the problem is that all liyer after, is still blocked after texture set reassignment. 

    poopipe said:
    It just looks like the textures are applied to a different set of UV coordinates to me.  It's pretty difficult to work out whats going on in the file though tbh.  Do you need 50 texture sets?


    I have a very complex object. there are many objects and this question makes me understand that I am not quite understanding how to prepare the mesh for import.
    I have read and followed all the tutorials, perhaps because spoken English is not my strong point, but I cannot understand.
    If I have a COMPLEX OBJECT, I cannot join it into a single mesh on Blender, because after unwrap it is impossible.

    - If I keep 2 meshes or more, with the same material (texture set on SP) in substance painter after the uvs overlap.

    - If I use a material (on blender) for each object that makes up the (for example) motor, the uvs are ok but I have a lot of texture set.

    I can't understand, because in the video of the course, it doesn't show how to prepare meshes for export, VERY VERY complex.
    I'm about to open a topic for this, you made me understand that I need info on this.
  • BowieIsDeadDavid
    I know this is a very old but I though I'd chime in, I just went through the same problem, where most of my material layers were greyed out and couldn't select them, I looked though this discussion and several others but no one could give me an answer, anyway I figured it out, my problem was that when I was re-uving, I used  a UV app that  gave me the ability use their temp checkered material to make sure all of my Uvs were the same size, well, if you keep the temp checkered material active, that will overwrite your real material when you export it into Sub Painter! So make sure to un-activate the temp checkered material before you export!
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