Substance 3D Painter 2021

Substance 3D Painter 2021

A way to make SD materials seamless for a texture atlas in SP?
Is there a way to make the materials made in substance designer seamless for the areas we mask out?

I'm trying to make a texture atlas for a modular house and I made a few materials but for some parts they need to be seamless. However unless the pieces take up the whole UV space it won't be tile-able/seamless. Is there any way around this or is SD strictly the only way to possibly make the texture atlas?
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Showing 1-5 of 5 comments
Recon Jul 6, 2021 @ 2:27pm 
I use ID maps, you can use SD, or Painter for Trim sheets, or atlas's or what ever...

You can use what you like. I personally use Designer. and bring my masks to Painter. but use SD, or Trim sheets and any atlas's I make as I find it better, easier.. I do detail work with Painter.. I still use PS a bit to with some textures, with Quixel Suite 2.. plug in.

But you don't need too, painter is good enough, i'm just old and picky . and like using PS, and QS2. I love NDO 2 and 3DO still.. But I use the s#it out of Designer, more than Painter for most of my work.
Rogue_Zephyr Jul 6, 2021 @ 3:30pm 
Originally posted by Recon:
I use ID maps, you can use SD, or Painter for Trim sheets, or atlas's or what ever...

You can use what you like. I personally use Designer. and bring my masks to Painter. but use SD, or Trim sheets and any atlas's I make as I find it better, easier.. I do detail work with Painter.. I still use PS a bit to with some textures, with Quixel Suite 2.. plug in.

But you don't need too, painter is good enough, i'm just old and picky . and like using PS, and QS2. I love NDO 2 and 3DO still.. But I use the s#it out of Designer, more than Painter for most of my work.

Thank you so much for the response. I was hoping there was an easier way to do it in painter cause I know in SD there is a node that can be used to make a texture atlas. The reason is I heard using many materials is bad. However If I have pieces separated that do share a material I may be able to combined them in engine. I'm using unreal engine 4 so I remember it has a batch combine option. I just wanted to try to reduce the materials down by using an atlas for several parts.

My only issue is if I want any of those parts to be seamless I cant use my SD material unless the uvs take the whole space. I'm just trying to figure out how I can fix this issue. I could go into PS but it would take long. It has something to do with SP cursor feature which encompasses the whole uv space and modifying it to fit certain areas is a pain and stretches the texture.
Recon Jul 20, 2021 @ 9:02am 
Originally posted by Box:
Originally posted by Recon:
I use ID maps, you can use SD, or Painter for Trim sheets, or atlas's or what ever...

You can use what you like. I personally use Designer. and bring my masks to Painter. but use SD, or Trim sheets and any atlas's I make as I find it better, easier.. I do detail work with Painter.. I still use PS a bit to with some textures, with Quixel Suite 2.. plug in.

But you don't need too, painter is good enough, i'm just old and picky . and like using PS, and QS2. I love NDO 2 and 3DO still.. But I use the s#it out of Designer, more than Painter for most of my work.

Thank you so much for the response. I was hoping there was an easier way to do it in painter cause I know in SD there is a node that can be used to make a texture atlas. The reason is I heard using many materials is bad. However If I have pieces separated that do share a material I may be able to combined them in engine. I'm using unreal engine 4 so I remember it has a batch combine option. I just wanted to try to reduce the materials down by using an atlas for several parts.

My only issue is if I want any of those parts to be seamless I cant use my SD material unless the uvs take the whole space. I'm just trying to figure out how I can fix this issue. I could go into PS but it would take long. It has something to do with SP cursor feature which encompasses the whole uv space and modifying it to fit certain areas is a pain and stretches the texture.


Yes, you shouldn't be using many mats.. you can use trim sheets, atlas, you can still pack them, and use ID maps.... This is the most common way, you can make an atlas, and then do your detail work in Painter.... so you aren't using more mats....

I work in the industry professionally so its important to use Trim sheets for the larger worlds and of course atlas... but I make thousands of graphs and reuse them to make hundreds of variants of textures, using few mats. You always want to reuse mats through our your game/scene, but you can make variants, through Designer...with the procedural exposing parameters in the game engine.

what do you mean take up the whole space???? Use RIZOM UV for wrapping, don't use an auto tools like Substance to unwrap, or use 3d software... you have total control over your maps, unwraps.
Last edited by Recon; Jul 20, 2021 @ 9:03am
Recon Jul 20, 2021 @ 9:13am 
Originally posted by Box:
Originally posted by Recon:
I use ID maps, you can use SD, or Painter for Trim sheets, or atlas's or what ever...

You can use what you like. I personally use Designer. and bring my masks to Painter. but use SD, or Trim sheets and any atlas's I make as I find it better, easier.. I do detail work with Painter.. I still use PS a bit to with some textures, with Quixel Suite 2.. plug in.

But you don't need too, painter is good enough, i'm just old and picky . and like using PS, and QS2. I love NDO 2 and 3DO still.. But I use the s#it out of Designer, more than Painter for most of my work.

Thank you so much for the response. I was hoping there was an easier way to do it in painter cause I know in SD there is a node that can be used to make a texture atlas. The reason is I heard using many materials is bad. However If I have pieces separated that do share a material I may be able to combined them in engine. I'm using unreal engine 4 so I remember it has a batch combine option. I just wanted to try to reduce the materials down by using an atlas for several parts.

My only issue is if I want any of those parts to be seamless I cant use my SD material unless the uvs take the whole space. I'm just trying to figure out how I can fix this issue. I could go into PS but it would take long. It has something to do with SP cursor feature which encompasses the whole uv space and modifying it to fit certain areas is a pain and stretches the texture.



I forgot to add, you can use ID maps, to, when you make your shaders, and use different channels when you pack your textures,atlas etc....

https://www.youtube.com/watch?v=Pt-aL-Hz6e4

Old tut, but process, pretty much the same, you have some tools and plug ins atlas maker some one made and Designer its easy to make an atlas.

Make your atlas, trimsheets, make an ID map and/or masking in Painter for variants. use the power of Designer in Unreal as well for variants.

https://www.youtube.com/watch?v=sKtFzTkP5I0

Make your seamless textures, when you unwrap this is key, you can move around your textures in your unwrapping tool... like RIZOM, Blender, or what ever you use.

Make all of your seamless textures in an atlas, map out, your masks/id maps. and then use your unwrap

https://www.youtube.com/watch?v=1EGsRPpHNKM

Trimsheets, atlas will work same way. the key is to move your uv's.
Last edited by Recon; Jul 20, 2021 @ 9:22am
Rogue_Zephyr Jul 20, 2021 @ 6:45pm 
Originally posted by Recon:
Originally posted by Box:

Thank you so much for the response. I was hoping there was an easier way to do it in painter cause I know in SD there is a node that can be used to make a texture atlas. The reason is I heard using many materials is bad. However If I have pieces separated that do share a material I may be able to combined them in engine. I'm using unreal engine 4 so I remember it has a batch combine option. I just wanted to try to reduce the materials down by using an atlas for several parts.

My only issue is if I want any of those parts to be seamless I cant use my SD material unless the uvs take the whole space. I'm just trying to figure out how I can fix this issue. I could go into PS but it would take long. It has something to do with SP cursor feature which encompasses the whole uv space and modifying it to fit certain areas is a pain and stretches the texture.



I forgot to add, you can use ID maps, to, when you make your shaders, and use different channels when you pack your textures,atlas etc....

https://www.youtube.com/watch?v=Pt-aL-Hz6e4

Old tut, but process, pretty much the same, you have some tools and plug ins atlas maker some one made and Designer its easy to make an atlas.

Make your atlas, trimsheets, make an ID map and/or masking in Painter for variants. use the power of Designer in Unreal as well for variants.

https://www.youtube.com/watch?v=sKtFzTkP5I0

Make your seamless textures, when you unwrap this is key, you can move around your textures in your unwrapping tool... like RIZOM, Blender, or what ever you use.

Make all of your seamless textures in an atlas, map out, your masks/id maps. and then use your unwrap

https://www.youtube.com/watch?v=1EGsRPpHNKM

Trimsheets, atlas will work same way. the key is to move your uv's.


Thank you for the detailed response Recon. I'll have a look at using the material ID's method as I've used it before but in other programs. Btw what I meant before was that I made a roof material in substance designer but when I apply it to the roof parts on the uv map using a mask. The roof isn't seamless because the cursor thing in painter takes up the whole uv space. I would have to manually resize it for every material which can be hard to get right. This was one of the issues I had with using my materials in painter is that unless it uses the whole 0-1 uv space it wont tile. I will definitely check everything out that you mentioned though. Just been having trouble whether to make the roof a texture or actual geometry for the modular house set I'm working on. The texture method seems flat still but idk not many will view the roof.
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