Author Topic: Re-merge Texture Sets?  (Read 62745 times)

Holding my breath!  :o ;D

Holding my breath!  :o ;D

Hi,

It's coming. It's a high priority on the list. I'm sorry but I can't give the ETA just yet.

Cheers,
Wes
Head of Substance Demo Art Team
the3dninja@adobe.com
Twitter: The3DNinja

So it is not yet in 2.3? Just so that I do not start looking like mad (can understand if it takes a bit longer  8))

We have a tight planning and weren't able to add this feature yet.
It's still on our shot-term roadmap. :)
Don't forget your log file. It can be exported from the Help menu of the software.
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Fabrice Piquet aka Froyok. Product Manager, Technical Artist and Documentation at Adobe.

That's good that its coming, IMO I think this should be number one priority, when you have different pieces of a mesh unless you want to separate them before substance painter then reimport, which when I reimport the model put back together so to render with iray, the painting is in all the wrong places, yes same UVW's.
But the main reason this should be number one, is it will save ALOT of people hours of pointless work.
I was really hoping this update would be it, oh well.... I'm just glad to see its coming...

Wes has provided a temporary tutorial illustrating a workaround technique until the feature is available!!!  ;D ;D ;D ;D ;D ;D ;D

https://share.allegorithmic.com/libraries/2325
https://www.youtube.com/watch?v=HMP2xpGHimY

Wes has provided a temporary tutorial illustrating a workaround technique until the feature is available!!!  ;D ;D ;D ;D ;D ;D ;D

https://share.allegorithmic.com/libraries/2325
https://www.youtube.com/watch?v=HMP2xpGHimY

Hey,

@SamuelAB  Thanks for the mention : )

The video shows a workflow for merging texture sets using Designer. I created a substance utility for this workflow so you can use Substance Player if you don't have Designer. This is just a workaround to help those who are looking to merge texture sets. We are going to support merge in Substance Painter, but I don't have an ETA at this time. I just wanted to try and help users until we have it officially supported with this workflow.

You can download the substance utility here.
https://share.allegorithmic.com/libraries/2325

Head of Substance Demo Art Team
the3dninja@adobe.com
Twitter: The3DNinja

Awesome Wes, as always! :)


Awesome Wes, as always! :)

Thanks very much! Just a workaround for now. It's not a perfect solution. I was just hoping it would be helpful in some cases.

Cheers,
wes
Head of Substance Demo Art Team
the3dninja@adobe.com
Twitter: The3DNinja

We will be adding this ability in a future update. Its on the roadmap.
Has this been done yet? I have a model with an "inside" that has been mapped to a single UV map. I can separate it out into two materials in SP, but do need to export back to one set of texture files ready for Unity.

PLEASE tell me this has been done!

EDIT: Ahhh, let me check out this utility. Looks like it'll do the job for me. Thanks Wes :)
Last Edit: October 07, 2016, 02:59:43 pm

Thanks for the workaround, Wes. Re-merging sets is really crucial for Unity / game-making. Chiming in to say that the official feature would be a huge help. Looking forward to it. Loving the Substance workflow so far.

+1 :)

awesome, i was doind this in photoshop.

Working in a mobile game so im trying to merge my texture in one file only.

Just wanted to add my 5 cents: I hope the system you create will not boil down to only being able to "merge" texture sets at the very end of the workflow, I would also like to be able to combine selected textures sets into one at the start of my Substance Painter workflow.

You know, I'm glad the option is coming but I would have argued that the better feature to add what have just been a way to hide sub-objects within the main mesh. My final exported FBX can be read as several (togglable/hidable) parts by any other 3D software from Maya to Marmoset to UE4 and Unity, there should be no reason why Painter couldn't have this ability added.

From all the people I've talked to about this texture set/material merge issue, the same root problem comes up. These people are only making their model have several material IDs in the first place solely because they're doing it to jury rig Substance into allowing sub object hiding through texture sets.

This problem could have been solved, not by adding material merging, but by simply adding the ability to toggle the objects within the mesh like basically every other 3D package on the market can do. This would also just save the bit of extra time needed to choose and split different objects material IDs after unwrapping.