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Substance designer to painter
Substance designer to painter




Save the MTL file out and zip when you export > (to-be-sure/to-be-sure) materials are copied, just to be prudent with the project materials. Is there no way to actually see where this is being created in MD? so I can just delete them?

substance designer to painter

I've deleted the Collar fabric and applied the Dress fabric to the collar strips and when I export it to Substance Painter I still get 5 Mat ids (mat0 to mat4). Travis Davids tutorial is very helpful but he's using an older version of Marvelous Designer where as I'm using Marvelous Designer 10 which doesn't have 1 export feature (Unified Texture) that shows up on his setting but not on mine which is why I can't continue along. I tried learning the basics of MD texturing but some of the tutorials are from an Asian lady with a thick accent which kind of makes it hard to follow. I'm happy you're willing to help but I can't follow along with your information because I don't know the MD interface and terms because I'm an absolute beginner. I'm trying to get those UV tiles into one Mat Later (mat0 at the top). I'm following this tutorialīut this is what's happening when I do it.Īs you can see in Substance Painter, I have 4 different material ID layers (mat0 to mat4).

substance designer to painter

Do you recommend I delete the collar fabric (the Yellow one)? You should maybe just keep your patterns to one UDIM, for such a simple garment. In addition in MD you may custom name pattern pieces, giving additional data to the project export, many people don't as they get lazy, these are all methods to use in refining your polygroups later in your external workflows.

substance designer to painter

If you open up your object data file with a text editor you will see this in the export file clearly noted. However in MD you can color (creating a unique color ID) the base material using the 'color pallet', this can then creates a 'unique' color code (RGB) for the base material (Fabric) which gets exported as a MTL (Material ID). This is generally a number associated to the RGB color makeup for that base color. When you select any fabric from your material stack (list) on the right, that = a 'material shader' in typical CG software > Therefore the ID for any MD material = the MTL base shader or in MD's case the base material type color in the diffuse channel. And then applying the remaining fabric to your garment, keep it all as one material. The RGB color can then be changed or you can drag a new color swatch onto your diffuse, the texture image is then a seperate element within that base material shader.Īpplying a single fabric to your model > equals deleting one of the fabrics. A PBR fabric has a type (mat, shiny, metal etc), it has a base MTL (material ) ID color that can be set to a unique color ID by double clicking on the color chip in the property editor diffuse channel that will bring up the base color palette. Select a fabric (double click fabric in fabric TAB) and then look in the property editor below > it will now list the fabric (Mat) atributes.






Substance designer to painter