Substance Painter 2018

Substance Painter 2018

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Dingolf Nov 29, 2017 @ 12:21am
Painting across multiple UV maps
I had this problem with substance painter 2 trying to modify second life models. One technique I and other creators use due to the games limitations, is creatule multipe uv maps for one mesh. For example, the chest, back, head, hands, feet, torso and legs. A lot of mod makers use a similar technique. It can make texuturing a bit easier, but for second life, they only allow textures to be 1024x1024 pixels, so to make a higher resulution texture, you must have multiple uv maps.

The problem however, was when I'd try to import my model, the uv map would get all messed up and even when I seemed to get it to work properly, I couldn't seemlessly paint on the model I could only paint with one uv map selected at a time, which made my work flow a nightmare, it basically defeated the purpose of substance painter entirely.

Now I have 2 questions.

1: Does this version of substance painter adress this issue?
2: Will you ever update substance painter 2 to adress this issue?

Oh also, do owners of the previous version get some sort of discount if they purchase this? I know it's on sale until the 5th, but I might not be able to purchase it. Plus if I own substance painter 2, is this version worth getting?

I'd really appreciate it if a Dev could answer my questions.
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I to, make things for Second life, and never really had this issue. Only way I can make different UV for one model is by assigning textures to the model when I export from Maya. When I upload to Substance and to SL, the UVs stay the same as when I export it.
Dingolf Nov 29, 2017 @ 2:08am 
Originally posted by Centbair FluffyBallon:
I to, make things for Second life, and never really had this issue. Only way I can make different UV for one model is by assigning textures to the model when I export from Maya. When I upload to Substance and to SL, the UVs stay the same as when I export it.

are you using multiple UV maps or just one texture for the entire mesh? Maybe I just fudged sometihng when I opened my model in substance painter 2
Originally posted by Grape Soda Man:
Originally posted by Centbair FluffyBallon:
I to, make things for Second life, and never really had this issue. Only way I can make different UV for one model is by assigning textures to the model when I export from Maya. When I upload to Substance and to SL, the UVs stay the same as when I export it.

are you using multiple UV maps or just one texture for the entire mesh? Maybe I just fudged sometihng when I opened my model in substance painter 2


SL sees it as two different faces when I put a different default texture on a face. If you open it in maya, it looks like a mess, but in substance and SL, it'll act like different UV. It is kind of confusing to explain. td;lr: select a face, assign a texture, export the model and boom. I know it works in Maya, don't know any other program.
Dingolf Nov 29, 2017 @ 4:10am 
Originally posted by Centbair FluffyBallon:
Originally posted by Grape Soda Man:

are you using multiple UV maps or just one texture for the entire mesh? Maybe I just fudged sometihng when I opened my model in substance painter 2


SL sees it as two different faces when I put a different default texture on a face. If you open it in maya, it looks like a mess, but in substance and SL, it'll act like different UV. It is kind of confusing to explain. td;lr: select a face, assign a texture, export the model and boom. I know it works in Maya, don't know any other program.

Maya is way too expensive, I use blender, but the same principle might apply, so thank you.
Originally posted by Grape Soda Man:
Originally posted by Centbair FluffyBallon:


SL sees it as two different faces when I put a different default texture on a face. If you open it in maya, it looks like a mess, but in substance and SL, it'll act like different UV. It is kind of confusing to explain. td;lr: select a face, assign a texture, export the model and boom. I know it works in Maya, don't know any other program.

Maya is way too expensive, I use blender, but the same principle might apply, so thank you.

Anytime, hopefully it does work in blender
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