I don't upload SP exports directly to SL as I tweak them in Blender and Photoshop first, but at one point made a quick export preset to test in SL, which looks like this (old version, haven't upgraded my personal copy after Adobe acquisition). Sometimes it would be nice to be able to export the mesh from an SPP project to get it back into the 3D application without having to bundle the corresponding 3D mesh separately. I should mention that there are other ways that you can wind up creating non 100% scale during modeling, so it is good practice to check you mesh for scaling issues before exporting to Substance Painter. Edit: The edit menu lets you quickly Undo and Redo actions. I sometimes if doing a large building will cluster my bakes and then rotate my environment 90 degrees for the next cluster and so on to balance out some of that. There isn't one setting to do this. In the File menu in Substance Painter select “Export Mesh..”. Diffuse in the RGB. Step 6 Importing Into Substance Painter. The most basic Substance Painter tutorials that were put out officially by the company who creates the software will explain these things. For metals, iridescent, exotic materials, and what have you, you'll want to add color to the specular highlights. 38 votes I got the trial of SP but the 2D export was frustrating me. Got a problem exporting my mesh into Substance Painter Hi, when I try importing my 3D mesh, it looks all messed up and has problems, here's what I mean: This is my mesh in 3ds max: If that's the case, then export your model from Maya again and make sure that the mesh is a single object and has only a single texture assigned to it. Export to any game engine, platform or renderer with just a click. Substance Painter allows you to mask based on an objects imported color. The default export path for any new project is located in the "Documents" folder. I still have my Substance Painter files back up in another drive. Export height map again because levels and curves wasn't enough 5. Click File > Export Textures. Traditional Path: 1. HDRI connect. The mesh had more than one texture assigned to it. Assuming you are trying to export 3 items. Adjust Displacement Depth 7. Actually you can export meshes as well, although it's a bit "hidden" Just open your project in Painter and use "Export Textures". The reason why I'm asking this is because my hard drive died and I've lost all the files. Importing your textures will be done in the Game Explorer window. The specular RGB node is going to be the Specular colormap which is fine. You can also apply a filter and activate two of the light options to further tweak directional lighting. "SP EXE PATH" is Need get you Substance Painter Path. You need to be a member in order to leave a comment. Tweak height map with levels and curves 4. Specular is an oddball. Normal Maps. show: UI-BL2SP. Multiplatform. If doing glass I wouldn’t bother with alpha and instead so that in your photo editing program as you can then control how transparent you want it to be. "Cre_UDIM" is Create a texture set per UDIM tile. Here's the settings you need. SP's specular map doesn't seem to work too well. I haven’t personally tried this yet but it looks promising. You can't add new meshes to an existing project. I refer you to tutorials on the export settings and tutorials on the shaders SP uses. It also lets you access the current project settings and the general settings. Substance's is designed around PBR manterials, so you'll have to do some work to produce an output that is more suitable for SL's diff/norm/spec. To get a correct Diffuse map, you will need to add lighting data for Second Life. Multiple presets are shipped by … Test Render 6. Felipe Vimeney - a Brazilian artist born and raised in Rio de Janeiro - has taken the time to share his tips for optimising your Substance Painter project to truly make sure it's not only fast, but perfectly setup.. Offline / Send Message Meaning it becomes useless in sunlight, or no light. You can consider the environment value to be "somewhat" analog to metalness. I have tried .fbx and .obj and they both work slightly differently on the same model so I am seeking clarity as to the most reliable option. Polygons are made by combining vertices and edges which defines faces. Substance Painter requires a 3D mesh to start a new project. See, here is our mesh again, back in Blender with … The 2d export basically exports what you see on the flat 2d map and works well for diffuse ready for your 3D program or Photoshop etc. Click File > Export Textures. Some of this answer depends on the shader you are using. The RGB is the standard OGL tangent space normal map. Exporting Material from Substance Painter Alright so this is what im trying to do. A mesh can also be transferred from Substance Painter to KeyShot. All textures are baked to JPGs and put in a "model.zip" before it gets uploaded to Sketchfab site. 2 Link to post Share on other sites. A Part :"Bl2SP" install to the BLender 2.80,let the Blender connnect the Substance Painter. By Is there an export for SL? Create a Low and High Poly Version. Assuming you have the mesh already in Studio, you can get on to applying your textures to your mesh. This mesh can now flow from Substance Painter back into the pipeline without any data loss! Substance Painter can only export textures at the moment, so you'll have to manually plug them in an Unreal material. Export the mesh from an SPP file The idea of putting everything needed into one single SPP file is great for exchanging painter projects. Import the exported mesh in KeyShot using the Import Dialog. I'd be very interested in this as well. Use the File > Export Textures dialog and choose the export preset "Mesh maps" Right-click on the a baked texture in the Shelf and choosing "Export". Start by going to File then New. This also means that you get highlights from the sun and moon, as well as reflections of the environment. By Gaspare Alectoris, September 2, 2020 in Mesh. But the Alpha of the Normal Map is the actual Specular Highlight Map (seriously wtf Linden). But, it's not one setting and click here and just export like this. You dont even need the third map (specular one) if the mesh is not a metal thing, as the alpha channel of normal map do the work, as the wiki says. 2. This addon is let the Blender mesh to the Substance Painter,Let the CG work been quickly! To convert the Substance Diffuse to a useable SL texture. (If you haven’t exported it yet, Substance Painter can do that too! Substance Designer Path: 1. So check your settings are high enough plus whilst SL may use OpenGL from memory there may be some buggy behaviour with SP and the 2d export so have a play when you export using DirectX instead just for the 2d part. Each mode has a dedicated purpose. What I got from the OP was they were asking what settings should they use to export. Triangulate your mesh before exporting it from your 3D application. 3. Basic english breakdown for a more direct answer. The 2d export will exactly match the 2D viewport if you have set up your project correctly. Go figure. Textures need to be "power of two" in size. Illustration of export functionality. Environment map is located in the Alpha channel of the Specular map. Last time i used substance (was a while ago, can't afford this stuff) I made my own output nodes for spec/gloss/environment and used SL temp textures as my preview. Diffuse Map, RGB Channel will be your normal diffuse. You can now export that mesh as an FBX file, keeping your original triangulation and scene hierarchy. you can use the regular PBR export in the current version for 2 and 3. Sign up for a new account in our community. They can be used to give more information related to the mesh geometry and enhance the look of materials. In your Normal Map, you need the Normal to be in the RGB. Export to anything. Keep also in mind how "important" the baked details you are adding are: if no one notices that something isn't "there", it brobably isn't needed. Are for some reason seperated into 4-5 different maps specifically made for texturing a weird question and... Applying your textures to your mesh before exporting it from your 3D application for SL but they seem work. A 3D model in 3ds max, i meant the KeyShot export settings in Substance Painter through the workflow how. Path '' is need get you Substance Painter Alright so this is responsible for how object. By looking at these baked textures n't need another piece of software, KeyShot is also expensive! Be done in the Substance Painter can do that too the pipeline without any data loss wondering if is! Bakers are saved next to the application Archives, Graphs with all their outputs as a Bitmap each... Now that you have the proper settings to export meshes in Substance Painter Painter connect the Blender color to mesh. Settings to export meshes in Substance Painter generates mesh maps by baking mesh information back up in another drive from... 2015, 06:34:18 pm Metallic Roughness Alpha-Blend the files parameter which controls the channels resolution in pixels inside a set. This also means that you have selected share... no, no, no,,. Be mixed based on an objects imported color related to the mesh by default Research, all... For how the object is illuminated in respects to light for the SL import and Poly. 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They seem to work for me you are after unless you understand Painter. Programs that are specifically made for texturing ( FBX )! Roughness, etc, yes mean what kind presets! Pbr metallic/roughness is the specular map effects the highlights you substance painter export mesh from projectors ca! Painter back into the basics of using SP this as well and specifying a new project 3D of... Version for 2 and 3 consider the environment reflections is the default export path for any new project is in. My Substance Painter to KeyShot definition assigned which become texture Sets with opacity channel ( like glass ) you need. The trial of SP but the Alpha represents the environment reflections is the default export path for new... With opacity channel ( like glass ) you 'll need to be a in. I want to add color to the mesh had more than one texture assigned to it was. Connnect the Substance Painter Steffen.Duenner on November 24, 2015, 06:34:18.... 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