Author Topic: Substance Painter creates one texture set even though there are many items.  (Read 5896 times)

Hi there.

I am trying to make a mod for Arma 3. I have a .fbx made from Maya. I imported it into Substance painter. There are multiple parts/objects from maya, but it creates one texture set that overlaps each object.

I have no idea why this is doing this, and I want to make each object a texture set. Is there a way to do this?

I'm sure someone will correct me if I'm wrong. SP creates Texture sets based upon Material IDs from the original mesh. I'm going to guess that you only have one material assigned in Maya.

Two issues:

1 - I agree with what denders1 said.  I know when you come from Blender, you get one texture set for each "material" that was assigned in Blender.  So probably the same from Maya.

2 - It looks like you have overlapping UV maps.  Either need to use UDIMs or re-do the UV stuff in Maya so you have a single UV map without any overlapping parts.  I don't have Maya, so I cannot help with any specifics or "how to" advice.
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There is no connection between the number of objects and the number of TextureSets, this is something completely separate. You need to define the TextureSets by assigning materials to your objects in an external application (e.g. Maya). Assign a separate material for each object or for multiple objects, and name the materials appropriately. The names of the materials will be the names of the TextureSets in Painter.

Make sure that the UVs of all objects you assign a single material to do not overlap!
Last Edit: October 16, 2017, 01:50:20 pm

@Volker - I never thought about that before... is it okay to have overlapping UVs as long as they are for different texture sets?  Any down-side to that?  Hmm, that just never entered my brain before.  I've always avoided any overlap.
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Depends. Since the TextureSets are treated strictly separate from each other, in general you only need to make sure that the UVs do not overlap per TextureSet. Separate Textures will be exported for each of the channels of all TextureSets, and need to be re-assigned in the rendering app, which might or might not be desirable/ possible, depending on where the asset will be used.

If you have different TextureSets, but are planning to combine the textures into just one texture afterwards (e.g. using the merge TextureSet utility from Substance Share) you need to make sure that all UVs from all TextureSets do not overlap.

I expect I'll continue the "no overlap" method, just for my own (limited) sanity and to avoid confusion.

Thanks for the great answer.
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I got the same issue when I imported a mesh to substance 2 object's UV got overlapped, but I found a solution....... if you have the same issue then...... :-\

You need to create different materials and assign them to different objects as Substance painter takes UVs with material's data.

if you have the same material to 3 different objects then the UV would overlap.

So you need to create different materials and assign them for different objects and export the file to Substance   ;D :D ;)