How to use models/texture templates from DS in Substance Painter?

Eva1Eva1 Posts: 1,249
edited April 2016 in Daz Studio Discussion

Okay, so I'm playing with the free trial of Substance Painter, and I've found some great tutorials on the features. But I'm still not quite sure how best to use it for Daz Studio stuff, and I'm hoping there are some more experienced bods than me out there who might be able to offer a little advice:)

Lets say you want to make your own textures for a DS model using supplied texture templates - do I need to get those templates into Substance Painter too?

Also, whats the best export options for the model from DS - I know it's .obj but should I use 'collect maps' or 'Orignal maps' and do I need to check 'collapse UV Tiles', and does the object need to be at base resolution and subDivision before exporting (I've read a few places about doing this for other stuff, not sure it applies to SP).

I tried painting on the Genesis morphing fantasy dress and exported the maps but they look very weird and not like painted UV maps I'd expect, but when plugged in to Surfaces in DS it looked okay on the dress. So not sure if I'm missing something or not. I've copied an example of one of the exported maps below:

The other thing I was wondering about is do I need to create surface IDs before exporting so an ID map can be used in SP (or is this not necessary). So much to figure out....

Corset_Base_Color.png
1024 x 1024 - 129K
Post edited by Eva1 on

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,464

    You don't really need the templates if you are using a 3D painting tool like Substance Painter, they are guides for those working in a 2D application.

    You don't need to - and if you are planning to share or sell must not - use the existing maps. All you need is the base mesh, though if you are modifying existing textures for your own use then yes you probably would want to use the Collect Maps option. I don't believe Substance Painter yet supports UDIMs (though it is planned as an update to the 2.x version) so yes, you would want to collapse the UVs - if indeed it is possible to paint on a multi-map model, something on which I am not clear.

  • TangoAlphaTangoAlpha Posts: 4,584

    I export without maps (although I'm not using DS as my source). I also use .fbx, because for me objs never seem to imort properly. There's a section in the New project dialog for you to add any pre-built maps you want to bring in, but as Richard mentioned, maps from product are only for personal use.

    As regards separate UVs/surfaces/shading domains (Substance calls them Texture Sets), yes it can handle multiple UVs, but it can't paint across them (select each surface from the TextureSet list and paint on it individually). I'd recommend consolidating surfaces before exporting if you need that ability (but check the UVs don't overlap)

    The stripey bits in your exported map come from having "Padding" checked in the export dialog. Uncheck it and you'll just get the texture islands with nothing between (or black if you export jpeg).

    I've only been using SP a few weeks, so my workflow may not be the best, but I've bumbled my way through it wink

  • Eva1Eva1 Posts: 1,249

    Thanks very much for the feedback:)

    I didn't know that about the padding, will need to give that a try:)

  • SickleYieldSickleYield Posts: 7,644

    You don't really need the templates if you are using a 3D painting tool like Substance Painter, they are guides for those working in a 2D application.

    You don't need to - and if you are planning to share or sell must not - use the existing maps. All you need is the base mesh, though if you are modifying existing textures for your own use then yes you probably would want to use the Collect Maps option. I don't believe Substance Painter yet supports UDIMs (though it is planned as an update to the 2.x version) so yes, you would want to collapse the UVs - if indeed it is possible to paint on a multi-map model, something on which I am not clear.

    In my admittedly limited experience so far (just bought the program this year, am loving it), you can paint a multi-map model, but only if the different UV tiles are on separate material zones.  I edit mat zones in Blender before importing into Substance Painter now to ensure this works.

  • Eva1Eva1 Posts: 1,249

    Thanks SickleYield, useful to know for Blender.

  • SigurdSigurd Posts: 1,089

    I need some help here please. I am using Blnder and Substance Painter. Everything looks real good in SP but when I export to DAZ the metal textures look really bad. What am I doing wrong. The other textures look pretty good but the metal ones look very flat, painted not shiny like they do in SP.

     

  • evilded777evilded777 Posts: 2,465
    Sigurd said:

    I need some help here please. I am using Blnder and Substance Painter. Everything looks real good in SP but when I export to DAZ the metal textures look really bad. What am I doing wrong. The other textures look pretty good but the metal ones look very flat, painted not shiny like they do in SP.

     

    Need to understand your workflow... because I have no issue going from Substance to Studio with metals.

    Are you using the correct setup in Substance to do your materials? Metallic/Roughness? Are you then putting all the correct image maps in the correct channels in the Iray shader?

    It oughta be easy.

  • SigurdSigurd Posts: 1,089

    Trying to export. Metallic/Roughness only comes up under Configure. Try plugging in maps but the export button at the bottom does not become active. I know I am messing up somewhere, can't figure out where. Searching internet but nothing so far re this. All I am able to do so far is base color export.

  • Could you post screenshots and step-by-step procedure? It's hard to follow what you are doing.

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