Substance Painter 1.x

Substance Painter 1.x

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RoyalHamster Aug 2, 2015 @ 11:34am
Mapping Different On Export
Since UVs are something I'm still trying to get the hang of I was wondering if someone could point me in the right direction with this. I've just finished texturing a model I made in Blender and then went to get it ready for rendering in Blender. I haven't changed the mapping yet something looks a bit off with my texture maps.

Here's a screenshot from SP: http://gyazo.com/4b38854d1eb335a745a980bc840f3f8c

And here's a screenshot from Blender with just the diffuse map: http://gyazo.com/fafdb7708aa323e4858579f73f436dc9

Was there something I should have done with the UV set before I started painting on it in SP?
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Showing 1-6 of 6 comments
Pte Jack Aug 2, 2015 @ 12:34pm 
No, it looks like the actual textures are correct, that stuff that is in between the UV Islands is the way PS paints its over spray in the alpha area. (confusing as heck.) What I usually do is export a 100% opaque UV image of the map from Blender. After Exporting the material maps from PS, I'll take the output maps into GIMP, and load the UV map as a layer, then select the alpha on the UV switch to the PS image and delete the area from the texture map, delete the uv layer and export the new material. That cleans things up so it not a messy or confusing.
RoyalHamster Aug 2, 2015 @ 12:51pm 
Would that be why the black and yellow striped parts of the mesh are getting mixed up with the blade area and body area?
I can follow most of what you're saying, although I'm not too sure how to make an opaque UV image from Blender. I've only recently got back to using SP and it's not something I've had to do yet.
wesm Aug 3, 2015 @ 6:37am 
Originally posted by KingofNastrond:
Would that be why the black and yellow striped parts of the mesh are getting mixed up with the blade area and body area?
I can follow most of what you're saying, although I'm not too sure how to make an opaque UV image from Blender. I've only recently got back to using SP and it's not something I've had to do yet.

HI,

What you are seeing is the diffusion (padding) post process on the export maps. This type of padding (diffusion) is used so that when the texture is mipped, you don't get seams.

You should have any issues with the texture bleed on other parts of your mesh. Its very specific to the UV layout. Could there have been a change in the UV layout?

Cheers,

Wes
RoyalHamster Aug 3, 2015 @ 7:32am 
I haven't changed the UV layout on it, I think my original size was 1024x1024 and then set it at 2048x2048 in SP. Could that be why it doesn't quite match up in places? Other than that I haven't moved anything on the layout.
wesm Aug 4, 2015 @ 6:50am 
Originally posted by KingofNastrond:
I haven't changed the UV layout on it, I think my original size was 1024x1024 and then set it at 2048x2048 in SP. Could that be why it doesn't quite match up in places? Other than that I haven't moved anything on the layout.

Hmm, changing the texture size will not cause any issue. Can you send me the mesh and the base color map? I can take a look. You can send them to wes.mcdermott@allegorithmic.com.

Cheers,
Wes
RoyalHamster Aug 4, 2015 @ 8:56am 
I've emailed you the mesh and the diffuse map. Thanks for taking the time to have a look.
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