You can start with an auto UV layout to begin. Substance Painter can reproject the UVs later when you re-work the UVs for a better layout. As with any texturing, you will get the best results with a UV layout that maximizes the UV space to proved enough texel resolution.
Cheers,
Wes
Do you have some good hints or tutorials on that topic?
I would just make UVs as big and as evenly distributed as possible on the canvas .... I am a beginner, also
Cheers
Hi,
Here is an example. I've attached two images. The first image has a torso that has it's UV shell rather small in the 0-1 UV space. Imagine that both images are 2K maps. In the first image, the UV shells can only utilize about 814 px wide in a 2048x2048 document. A lot of texel resolution is wasted.
In example 02, the UV shell has been resized to fill as much texel resolution as possible and is utilize about 1891 px wide out of the 2048.
In Substance Painter, or any texturing application for that matter, you will get better resolution depending on how much texels you give a UV shell. The more the better.
It really comes down to a good layout. In the case of a character, you may want or need to place all of the UV shells in the 0-1 space, which will make you place shells rather small. In this case, it can be tough to get around the resolution issue. That is why you would break the character into separate mesh parts so that you can layout the UVs more optimally. Mainly in film projects, characters will use UV tiles (not tiling) but place UVs in separate tiled sections of the single UV set. For example tile 1 = 0-1 space tile 2 = 1-2 space and so on. Then you can target a texture to utilize a specific section or tile of the UV set.
Substance Painter doesn't work with multiple UV tiles, but it will support down the road. The multiple material support is coming very soon and you will be able to break up a mesh into multiple parts as you can in SD.
Cheers,
Wes