I've got the UVs all set up in MD. I still need to set them up on the hardware bits, but that shouldn't take too long.
Importing the entire thing into Substance Painter is taking some time, so for now my plan is this:
-Export each garment/UV sheet as a thin mesh, stitches included if available
-Set up Color ID maps manually in Photoshop as necessary (the jacket for example is all one one sheet, but includes the inner fabric of the sleeves and 2 different values of denim)
-Import into Substance Painter and bake out AO and Curvature maps (I think this is all I will likely use for texturing)
-Work on material on a per-garment basis, and save them out as Smart Materials once complete
-Re-import the entire set of clothing and statue with thickness into Substance Painter, and apply the materials I've made one by one. It looks like UVs remain the same between a thin and thick mesh exported out of MD.
The baking process is a bit slow. I will likely bake the maps out at 2048x2048, but keep the texture resolution on each piece at 4k so that the normal maps have enough resolution to show fabric detail. (only the fabric detail will appear in the normal map, I'm not baking a normal map out from the mesh or anything). But I think having the curvature and AO maps at 2k will work just fine.


