Substance Painter 2

Substance Painter 2

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Substance textures to Blender
Alright, what am I doing wrong?

http://imgur.com/a/JukeW

The top image shows the texture (after being created in Substance Painter) applied in Blender. You can see the label is all crooked.

The bottom image shows the texture in SP where the label appears correctly.

I applied the exported texture back into SP and it looks just fine.

The model was modeled in Blender and exported as an OBJ.
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Please help others with the same issue. Can you tell us your solution?
Yes pleas! It would help others like myself who didn't understand how this issue happened

in the first place.
spec24 21 juil. 2016 à 12h34 
Oh, sorry guys. It's really a two-part problem. One is, as I mentioned earlier and the guy from Allegorithmic told me, the way Substance Painter triangulates the model is different than other software, like Blender. And there is no standard in the industry. So by triangulating the model before export you've already told Painter how you want the model triangulated. You paint the triangulated mesh in SP and then import it back into Blender and apply the textures to the non-triangulated mesh and apply a triangualte modifier. I can see this not being so great in a lot of instances but certainly does the job on most game models and other static things.

Secondly, the UV layout needs to be better. Of course this isn't really an issue if you use the above procedure.. in fact your UV's can be crap. But if you want to keep your quads you're going to have to get a better UV layout, which is what I did (I hate UV's, by the way :) ).

Here is my new UV layout:

http://imgur.com/a/dcDOQ

And here is the monitor with the tetures applied in Blender:

http://imgur.com/Y3ccjhf

There's no distortion.. at least none that I can see. And I was also able to subdivide the model with very little distortion. I did not use the triangulate method on this.

I hope this helps others. Any questions feel free to ask and I'll do the best I can to answer.

Dernière modification de spec24; 21 juil. 2016 à 12h40
That was a good explanation! Thanks man!
Glad you have sorted it out, I should have though of this before, sorry! Try this simple example to see visually what the underlying cause of this problem is and how you can help to avoid it in the future :

1) Add a simple plane to an empty Blender scene. It should be flat on the x/y plane.
2) Enter Edit mode.
3) Subdivide it once(normal subdivision on the whole plane, not a sub-d mod!).
4) Select the centre vert and no others.
5) Move this vert upwards(z axis) so it looks a bit like a pyramid.

Now if you rotate the view around the pyramid(looking from the side) you will see that two of the quads form a nice sloping pyramid to the corner.
You will see the other two quads don't, they slope down to the base at half this distance.

This is because a quad is really two tris without a defined edge to tell it which way to handle them, so Blender in this example cuts them all in the same direction(corner to corner).
As you can see this has a significant effect on the geometry of the mesh.

To prevent this you should try to keep each quad as flat as possible, all four corners on(or nearly on) a single two dimensional plane(relative to one another). This is why triangulation fixes issues like you have had, it tells Blender and other apps how each of the two tris that make up the quad should be defined and handled(when they are not very flat)...
spec24 21 juil. 2016 à 19h46 
Mr Chappy a écrit :
Glad you have sorted it out, I should have though of this before, sorry! Try this simple example to see visually what the underlying cause of this problem is and how you can help to avoid it in the future :

1) Add a simple plane to an empty Blender scene. It should be flat on the x/y plane.
2) Enter Edit mode.
3) Subdivide it once(normal subdivision on the whole plane, not a sub-d mod!).
4) Select the centre vert and no others.
5) Move this vert upwards(z axis) so it looks a bit like a pyramid.

Now if you rotate the view around the pyramid(looking from the side) you will see that two of the quads form a nice sloping pyramid to the corner.
You will see the other two quads don't, they slope down to the base at half this distance.

This is because a quad is really two tris without a defined edge to tell it which way to handle them, so Blender in this example cuts them all in the same direction(corner to corner).
As you can see this has a significant effect on the geometry of the mesh.

To prevent this you should try to keep each quad as flat as possible, all four corners on(or nearly on) a single two dimensional plane(relative to one another). This is why triangulation fixes issues like you have had, it tells Blender and other apps how each of the two tris that make up the quad should be defined and handled(when they are not very flat)...

Thanks Chappy! I know about non-planars, but even on flat surfaces - like that of the monitor - the different software will triangulate them differently. After all, there's two different ways to cut a 4 sided polygon :)
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Posté le 19 juil. 2016 à 12h15
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