I am not entirely sure I get your issue, but you can always create a 3d scene with copies of your main clothing mesh and assign each a unique material. Each unique material id will become a separate texture set with its own set of layers and maps inside Painter, and it will all be exported separately from Painter as well…
Hi everyone, I’m looking for advice on creating and managing clothing variations for a game character. I’ve modeled an NPC in Blender and textured it with Substance Painter. To implement the clothing, I created separate meshes for each piece and assigned a material to them. My current approach is to toggle the clothing…
Hey Fabi_G, thank you for your answer! So it really seems as if I have to approach this with workarounds, i.e. one file and many individual exports.That's really disappointing, because I would like to export many PBRs automatically and don't want to show and hide layer stacks every time and then export them.But never mind.…
Hi! While I haven't dealt with this exact situation, when I worked on texture variants of plants, I kept it as dumb as possible - one file per variant (since I wasn't the only person working on the assets, having easy to understand files was a consideration too). If the variation affects only Color maps, I would consider…
First of all: Thanks for the response! My focus is less on finding a solution within the engine and more on tackling the task of texturing first. As you can see in the image (and please keep in mind that I’m not a Blender pro ;-) ), there is a separate mesh for each piece of clothing. In the screenshot, the character…
Hi! Do you have images of what you currently have and want to achieve? A quick option would be using variants of a material with different textures in engine. Or an atlas containing multiple designs, used with a shader allowing to flip through variants. If the designs allow for it, could get even more sub-variants by…