Is there any way to stop Substance Painter from including the texture set name in the exported file name, I'd like to explicitly name the exported texture and I can't figure out how to get a simple name to come out of it. It always wants to append some useless part of the texture set name or file name or some other random…
Oh weird, I had tried that yesterday and it wasn't working. Thanks for your help, I think my issue was I had forgot to manually type the name in full after removing the mesh$ and texture$ from the name so it just put the model name in or something. This was user error, nothing to see here.
From which application are you exporting your FBX ? You could try to export an ASCII FBX file just to check that your material is properly named "DefaultMaterial" in it and not "DefaultMaterial1". We also read the material names from an OBJ file if you export it with the "mtl" file too. Otherwise we will apply a default…
One of the models I was working on had an incorrect material name in the object file, which was causing some wrong overlap of texture zones, so I corrected it. Now Substance Painter is telling me "[Paint editor] The document contains data for a material that is not present in the loaded scene," then the name of the…
Double post. Here's something I just noticed -- nowhere in the UI does it tell you the name of the project you currently have opened, haha. Doesn't say it in the window name, in the document settings, or in the viewport... it doesn't even put it as the file name when you select "Save as." If I'm missing where this info is,…
The '2018' name on Steam is purely cosmetic to diferentiate it from previous versions and it will be called 2018 all along the coming year. It still is the same version as the standalone builds.
It depends of the alpha loaded in you brush (look for a parameter named "hardness"). Currently the setting is dependent of the substance. We have yet to implement a global setting that would work with everything.
Just to follow up : Since the last beta (11) we updated the channel names. By default we now have a channel named "Base Color", simply to match the Metalness workflow (heavily influenced by the Unreal Engine 4). During the export we have an automated process that convert the textures from metalness…