Blender
BigTricky 2018 年 7 月 30 日 上午 12:44
Baking color/metalic maps.
Can anyone please tell me how I can bake the maps i need for game from an object i have added materials to. I have 3 materials in image textures assigned to differint parts, They were made in substance painter. I select the object and make new UV try to bake the color to new UV , but it only bakes one of the materials despite that i select the whole mesh, please help.
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Mr Chappy 2018 年 7 月 30 日 上午 4:26 
Hi,

Export the maps(textures) directly from Substance Painter, it has built in export settings for Unity and Unreal.
BigTricky 2018 年 7 月 30 日 上午 9:21 
not if im using multiple materials/shaders.
it exports every shader as a seperate map.
But yea im aware it has this extensive export options, only to handcuff you if you use more than 1 material.


最后由 BigTricky 编辑于; 2018 年 7 月 30 日 上午 9:22
still__alive 2018 年 7 月 30 日 下午 12:15 
As I understand it, your diffuse/color map, your metallic map, and your normal map do not count as different materials or shaders. They are maps/textures that you plug into one shader. A PBR shader (which you've implied you are trying to work with) should have slots for you to link your various maps into.

So that is one thing I see going on here in your posts. You are mixing up what materials or shaders are with textures/maps. When you export a physically based material from Substance, you should have several textures or maps. You'll export one material which will be multiple texture files in your export location. You take these textures and plug them into the material settings of the application you've exported them for.
最后由 still__alive 编辑于; 2018 年 7 月 30 日 下午 12:15
BigTricky 2018 年 7 月 30 日 下午 1:18 
im not mixing up maps with materials. In Blender I have a mesh , a mace , its seperated into 3 materials, wood shaft, base metal, and spikes. these materials are empty , just placeholders for when i export the object into SP, once in SP it now has 3 shaders (as it is named in SP). this is 3 seperate parts of the mesh which each can have its own layers. This then allows me if i so wish, to just throw 3 smart materials on each part and be done with it.

However there is no way in SP to combine these 3 maps into 1 when exporting them, so i now have the maps cut into 3 seperate sections for each map type , ie: color;base metal/color;wood shaft/ and color:spikes. as my naming convention dictates.

So I need these combined, as i believe this can be done in substance designer, but im not happy to pay for that as well as substance painter just to fill a hole in there program.

So i can maybe combine them in gimp, which is quite time consuming,

Or I can go back into Blender and set up nodes with image textures and principld bdsf, and apply each part of the exported maps back onto the mace, http://prntscr.com/kcy2di

I dont know then how to bake all the materials into 1 map.

still__alive 2018 年 7 月 30 日 下午 2:06 
Okay I should clarify that on my end, I don't know how to work with Substance Painter or Substance Designer. So I can't really help you with that end of it.

From the Blender side of things though, I'm pretty sure you cannot bake them back into one map. Maybe the diffuse map if you are lucky, but I don't think any of the other PBR maps could be baked back onto one sheet. I don't think you have the option of approaching this with Blender at all.

I think you either have to manually combine them in Gimp like you mentioned, or figure out if Substance Painter does have a method to combine them. It may be better to ask about this in the Substance Painter forums too.

I have been reading this thread, it might be of use to you: https://steamcommunity.com/app/273390/discussions/0/530645446307351767/

I have a hard time understanding what they are talking about because I haven't ever worked with Substance Painter. But it sounds to me like they are talking about a similar issue, and the developer has advised them to not use the workflow I think you just described yourself as using. He says to work within 1 texture set (material?) and use masking to achieve the result I think you might be after. Keep in mind that thread is a few years old now so things might've changed within Substance, and I might not understand any of it well enough at all either.
still__alive 2018 年 7 月 30 日 下午 2:11 
I don't think combining them within Gimp would be as time consuming as you think. If I understand what you are working with anyway. I might even offer to do it for you, if I understand how much I'd be working with. Not going to guarantee that I will, but I might.

You have 1 UV map for the whole object. Off of this one UV map you generated 3 different materials in Substance. These 3 different materials each have their own associated texture maps like diffuse, metallic, roughness, and a normal map. So you must have about 9 - 12 different texture maps (based around the 1 UV layout you showed us) and you need to combine them into one.

For example, you need to get the wood shaft metallic map, the base metal metallic map, and the spikes metallic map all back into 1 united metallic texture map. Am I understanding this correctly?
BigTricky 2018 年 7 月 30 日 下午 2:31 
still_alive, yes thats exacly correct.
Could you possibly give me some pointers on workflow for tyhis in gimp, im currently making 3 new files, dropping each party of the uv on each file, then cutting up the sections and pasting it onto one of them untill i have all 3 on the same sheet, I have problmes though with how to exacly match them.

im creating the box from the edge where i want to cut out to try get this right, i hope you understand this.

最后由 BigTricky 编辑于; 2018 年 7 月 30 日 下午 2:34
still__alive 2018 年 7 月 30 日 下午 2:33 
引用自 BigTricky
still_alive, yes thats exacly correct.

So how many different texture maps do you have? Is my 9 - 12 guess about right? What format are the files in, .png? And would you be willing to share them with me?
BigTricky 2018 年 7 月 30 日 下午 2:35 
引用自 still__alive
引用自 BigTricky
still_alive, yes thats exacly correct.

So how many different texture maps do you have? Is my 9 - 12 guess about right? What format are the files in, .png? And would you be willing to share them with me?

yes about 12
BigTricky 2018 年 7 月 30 日 下午 2:37 
yes sorry they are png, and were exported as dilation and transparent, or can also do passthough (no pading)
BigTricky 2018 年 7 月 30 日 下午 2:37 
the backrounds come out as black http://prntscr.com/kcz7t3
this is color/diffuse stitched together.
and yea i could share them, im not total noob to gimp i just havent used it for this before.

最后由 BigTricky 编辑于; 2018 年 7 月 30 日 下午 2:40
still__alive 2018 年 7 月 30 日 下午 2:48 
引用自 BigTricky
the backrounds come out as black http://prntscr.com/kcz7t3
this is color/diffuse stitched together.
and yea i could share them, im not total noob to gimp i just havent used it for this before.

I have some experience with my Photoshop Elements program and I'm pretty sure I could stitch them together quite easily, if you want to share the files. Although it does look like you are doing alright with it.

About the black background. When doing some image editing work with .pngs, I ran into a similar issue myself. I was never able to figure out the cause and fix it, but the transparency of .pngs was turning black on me too. For my purposes I just switched to .jpg. If this causes you grief you might have to do the same, I don't know.
Mr Chappy 2018 年 7 月 30 日 下午 2:48 
Hi again,

Ok, if I've understood you correctly then :

Your problem is that you are using different material ID's by assigning a different material to each part of your mace in Blender, this creates the three separate texture sets in Substance Painter.
Instead do this :

1) Combine the three object parts in Blender.
2) Re-unwrap them so they don't overlap.
3) Export to Substance Painter.
4) Use masks in Substance Painter to assign each of your materials to the appropriate mesh parts, this is quick and easy to do. Watch this vid if you don't know how to do this : view
5) Export from Substance Painter to whichever game engine you are using.
6) Plug the single texture set into the appropriate texture slots of the shader in your game engine.
7) Done, hopefully :)

I'm pretty sure there is a better way than this too, via the use of a colour ID map but I've not done this myself.
最后由 Mr Chappy 编辑于; 2018 年 7 月 30 日 下午 2:50
BigTricky 2018 年 7 月 30 日 下午 2:51 
引用自 Mr Chappy
Hi again,

Ok, if I've understood you correctly then :

Your problem is that you are using different material ID's by assigning a different material to each part of your mace in Blender, this creates the three separate texture sets in Substance Painter.
Instead do this :

1) Combine the three object parts in Blender.
2) Re-unwrap them so they don't overlap.
3) Export to Substance Painter.
4) Use masks in Substance Painter to assign each of your materials to the appropriate mesh parts, this is quick and easy to do. Watch this vid if you don't know how to do this : view
5) Export from Substance Painter to whichever game engine you are using.
6) Plug the single texture set into the appropriate texture slots of the shader in your game engine.
Done.

I'm pretty sure there is a better way than this too, via the use of a colour ID map but I've not done this myself.

yea ive seen some stuff about color, ID's i guress i would have to look into it properly. also not sure if it would alow me to use smart matreials.
Mr Chappy 2018 年 7 月 30 日 下午 2:53 
Where are you using the smart materials. in SP or in the game engine?
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发帖日期: 2018 年 7 月 30 日 上午 12:44
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