Author Topic: [SOLVED] 3Ds max to SP, materials not becoming seperate texture sets  (Read 1739 times)

I have a big multimesh model where I have tried to add different materials to each part but whenever I export it to fbx and throw it into substance painter it's just giving me 1 texture set.
I have gotten it working before but now it just seems to be ignoring me.
Last Edit: March 14, 2017, 11:33:46 am

Hey, if you have assign them correctly, it should work: do you mind sharing the max file if it's not too big?

Hey, if you have assign them correctly, it should work: do you mind sharing the max file if it's not too big?
Sure. https://drive.google.com/file/d/0B26ZavTPnW8IYVpxZGRHS1VmSW8/view?usp=sharing
Thats a part of my model, even just that with materials on doesnt seem to want to be split in SP

do you mind saving it for max 2016? :)


This works for me: I have 2 textureSets created.
do you export in fbx or obj? (I chose fbx)

Im also using FBX, could it be because I use Vray?
Or is it some settings?

I tried both in scanline and Vray and it worked in both cases
can you share the generated fbx just to make sure ?


which version of SP do you have? for me it generates multiple textureSets with the fbx you sent me.

Substance Painter, version 2.5.1
Build 1498 - bd90582f883de061b6e5f285d6c33da1e59d355f

do you mind sending the log file after loading the fbx?

and a screenshot of SP with the textureSet list ;)


try to create your scene without checking UDIMs ;)