Substance Painter by Wiley Wiggins and Carrie Chen
In Maya Create Shaders for your objects.
You should re-name all your shaders and all your objects.
All the UVs for your object should be properly unwrapped. For best results, the geometry per Shader should fit into one texture square, with no overlapping. UV->UV Editor
If the UVs need adjustment, backup a copy of your object or file.
Select your object(s). Open UV->UV Editor to double check your UVs. You might try UV->Automatic (This will not be the correct approach for all shapes.) File-> Export Selection Files of type: DAE_FBX export (FBX and OBJ work as well.)
In Substance Painter File->New… Click on the down arrow across from Template For Opaque materials use ASM - PBR Metallic Roughness For Glass or transparent materials use ASM - PBR Metallic Roughness Alpha-blend Notice there is also a Template for Unity. Click Select... Select your DAE_FBX file Document Resolution select 2048 Under Import Settings Deselect Auto-unwrap unless you did not set the UVs in Maya.
View Zoom and Tumble are the similar to Maya, use the Alt key.
Bake Mesh Maps This is where the resolution, channels and associated mesh maps can be managed.
Select Edit->Bake Mesh Maps A window will appear. Change the Output Size to match your project resolution 2048 Turn off Normal Turn off ID Select Bake Selected Textures
LAYERS tab This is where you can paint on the discrete layers.
TEXTURE SET LIST Select the shader you would like to paint.
Setup Select the LAYERS tab Toss the default layer
Fill Layer Select Base Color Select the Fill Bucket , it will create a new layer Select a material you like from the SHELF window or change the Base Color.
Under PROPERTIES, you can adjust the scale, rotation, offset of the material. If you scroll down you will find the Material menu where you can tweak specific channels such as color, height, roughness, metallic, normal height. Highlighting the channel will turn it on or off.
Paint a New Layer Select the Paint Brush icon from the LAYERS window, it will create a new layer Select a Material from the SHELF window Paint on your object.
For every layer, the default blending mode is Norm (normal). To change the blending mode, click on the arrow next to Norm to see the list of blending mode options, similar to Photoshop.
Stamping (bump or normal map) Select the Paint Brush icon , this will create a new layer Select the Alphas list from the SHELF Select a brush shape, start stamping
To add negative or positive height to the stamp: Go to PROPERTIES Select height under MATERIAL Move the slider negative or positive If you turn off color, metal, rough, nrm the stamp will only effect the bump.
Fill Polygons Mask Select the Fill Bucket , it will create a new layer Select a Base Color from PROPERTIES or use a material from the SHELF.
Select the Folder icon , it will create a new layer. Right-click on the folder and select Add black mask.
Drag the Fill layer into the folder.
Select the Folder layer, Select the Polygon Fill tool left tool menu (Or press 4, press 1 to select the Paint tool to stop.) Click on the faces where the paint layer should be visible. You can open 3D/2D view and drag your mouse over the faces to select.
The color from the Fill layer will show up in the faces you selected.
The icon menu along the top lets you triangle fill, Polygon fill quads, Mesh fill separate parts, and UV chunk fill, and change the selection positive or negative.
If you select the Fill layer again and change the base color in the Properties menu, you will see the updated color in the masked area.
Paint in the Masked Area You can also paint in the masked area. Select the Paint Brush icon , this will create a new layer Select a Base Color from PROPERTIES or use a material from the SHELF. Drag the Paint layer into the folder. Select a brush or stamp and start painting. The painting will only be visible in the masked area.
Dirt Procedural Map Select the Paint Brush icon , this will create a new layer Select a dark Base Color from PROPERTIES or use a material from the SHELF. Select a Dirt Brush from Brushes from the SHELF
Create your own Smart Material Create and texture the layers that will be part of the material. You should experiment with base colors, masks, procedural textures, etc.
Once you are happy with the effect, select the Folder icon to create a new layer. Rename the folder to a new material name.
Drag all the layers for the material inside the folder.
Right-click on the folder, select Create Smart Material. This material will be saved in SHELF->Smart Materials.
Import Your Own Texture Map In the SHELF, click the arrow icon click Add Resources Select the image file you want to import, Open. Click on the undefined button and change to texture. Select Import your resources to: current session or shelf. Click Import
The image file will now be in the Textures menu in SHELF.
Select the Fill Bucket , it will create a new layer
In LAYERS->Properties->Material Drag the image from SHELF->Textures to the relevant parameter such as Base Color.
If the map does not fit the object: Scroll up to Properties->Fill->Projection select Tri-planar projection. (default UV projection)
You can adjust the scale and rotation under UV transformations.
There is also a separate program called Substance Alchemist that lets you create custom, high-res Substance materials from images. This video does a nice job covering the basics: https://www.youtube.com/watch?v=EFv01Aen7js&t=155s&ab_channel=SubstancebyAdobe
Export Texture Maps If you chose Auto-unwrap in the beginning, you need to export the mesh with its new UVs Select File-> Export Mesh... Select Export Select Save as Type: Autodesk FBX data exchange (*.fbx) (OBJ changes the scale)
Export the textures for Maya Select File-> Export Textures… Under Output directory Select the location of your Maya file folder. For Maya select: Output template PBR - Metallic Roughness Select Export shaders parameters
Export the textures for Unity Select File-> Export Textures… Under Output directory Select the location of your Unity Assets->Materials folder.
For Unity select: Unity Universal Render Pipeline (Metalic Standard) ( Make sure you are using Universal Render Pipeline, otherwise choose the best option.) Choose a Size that will work well with your project. Your Maya file should be located in Assets somewhere. Select Export shaders parameters
Adding the textures into Maya In Maya If you do not see a Substance Menu, adjust the Plug-in Manager Windows->Settings/Preferences->Plug-in Manager Scroll down to the bottom, check all the options for Substance.
Select Substance-> Select Substance->Apply Workflow to Maps Workflow: Standard Surface Choose Select Multiple Maps button Select the maps for one of your shaders Rename the map and assign to your objects Repeat for all other shaders
In the Attribute Editor: Base Set the Weight up to .8 Click the Map Button across from Color Select the File icon Click across from Image Name Choose the texture map with BaseColor Set Filter Type to Off
Adding the textures to Unity In Unity Make sure the models and the texture maps are somewhere in your Assets folder.
Use Assets->Create->Material Change the Shader type to Universal Render Pipeline/Lit for URP
Drag your AlbedoTransparency map from your Assets onto the Albedo Map in the Inspector.
Drag your MetallicSmoothness map from your Assets onto the Metallic Map in the Inspector.
Drag your Normal map from your Assets onto the Normal Map in the Inspector. Click the Fix Now button. Adjust the bumpiness of the map to the right.
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