Substance Painter 1.x

Substance Painter 1.x

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2d section doesnt show correct UV
so i recently started with Substance painter, and this might very well be newbie question, but the 2d section seems to not show the UV's i created. i made some simple UV's with automatic mapping in maya but the UV's still overlap in Substance painter.

Substance painter:
http://gyazo.com/32e60e6bb9d7d2c6ba2e012512ad6bae
Maya:
http://gyazo.com/7aa23936cf1e82e5ecb4bb27a1074e5e
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Showing 1-9 of 9 comments
Maybe you have 2 UV channels? Need 1
Originally posted by SomeGuy:
Maybe you have 2 UV channels? Need 1

how do i change this?
are you refering to the document settings in the top left corner?
http://gyazo.com/be3380d47b4cfe22385f38d81d3c629d
Last edited by Professor Bleù - Rouge; Nov 25, 2014 @ 6:10am
No, when you create UV channel in Maya you need to select 1st channel. I'm not a Maya user so you'll have to google it.
u were right, i had 2 uv channels. i deleted 1 but the problem still occurs.
if you deleted one, the 2nd one is probably still marked as "2nd" channel, you need to set it somehow to 1
i tried this with another model, wich doesnt have a second channel, but the effect is still the same. also the channel is called map1 so i think this is the first channel to begin with.
wesm Nov 25, 2014 @ 1:12pm 
Originally posted by daantjee150:
i tried this with another model, wich doesnt have a second channel, but the effect is still the same. also the channel is called map1 so i think this is the first channel to begin with.

I think the reason of the overlap is that you only have one material applied. If you have multiple objects but with the same material, the UVs will all overlap in the same texture set. If you apply a material to the faces that correspond to the UVs you want to be separated, it will work.
so i came back today to start breaking my head over this problem and thought of something ingenius. i fixed the problem, i just had to export the model to an fbx again after i fixed the uv in maya. thanks for your help you guys. :P
wesm Nov 30, 2014 @ 11:38am 
Originally posted by daantjee150:
so i came back today to start breaking my head over this problem and thought of something ingenius. i fixed the problem, i just had to export the model to an fbx again after i fixed the uv in maya. thanks for your help you guys. :P

Cool. Glad to hear its fixed.
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Date Posted: Nov 25, 2014 @ 4:33am
Posts: 9