Showerthought; it would be nice to have a setting for automatically enabling wireframe when in Mask view. Or even some alternate mask view mode that blends in a particular channel (default albedo) to make painting on a blank mask a bit easier, so you don't have to work with a pure silhouette. When the brush is tiny it can…
You can kind of fake that if you throw the layer with the generated masks inside of a folder, and then add a mask to the folder that you can paint on. It's not ideal, but it might hold you until they support it natively.
This would be awesome! Also very nice substance on the page before. Are you planning to update your suite of SD nodes? I thought you previously mentioned you had a few more masks you wanted to generate and add. Thank you for those by the way. Very helpful. EDIT : Wrong thread... Can't wait for this.
Unless you straighten your UVs borders to be aligned with the pixels, you won't be able to get rid of UVs seams that subtle (and invisible once you zoom out).
Noted ! Thanks for the feedback. :) If you update your ID in the additional map slot of you texture set, it will update all the layer using it. Otherwise you will have to replace it by hand.
Yes, you can have as many materials on your mesh as you want and with any number of channels for each amterial. You can't paint seamlessly between these materials yet though
Texture set are defined by Material ID in Substance painter. Simply assign a different material for you second mesh and then export both in the same FBX file. That should do it, careful with the Material name however, if you rename it you will lost the associated layer stack if you reimport the mesh.