# Creating Texture Maps - Substance 3D Painter

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For the high quality of Substance 3D Painter, the best quality of Normal texture is essential.
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1. Import the exported outfit file (fbx) into Substance Painter.

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2\. Select a texture size of 1024 and work with OpenGL.&#x20;

Add the baked textures into the "bake mesh map" section. You can see that one Normal map has been added.&#x20;

To increase the quality, it's good to utilize many baked textures.

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3. In the \[MESH MAPS] menu on the right, insert the imported Normal map and click \[Bake Mesh Maps].

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4. When a baking options window will appear, check the imported Normal map and other necessary maps, then execute \[Bake selected textures]. Textures will be automatically generated based on the imported Normal map information

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Depending on the mesh shape and baked textures, you can adjust the option values to modify the texture results.

5. Once completed, click \[Return to painting mode] to return to the previous editing screen.

Drag and drop the material you want onto the outfit to apply it.

Adjust the material particle scale and use layer masking for texturing.

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Now, let's add the Altava logo.

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Press Alt + the mask window to view only the mask area.

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Return to the material viewer screen by pressing the shortcut M.

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6. Choose the color of the logo and adjust the metal and roughness values to give it a shiny appearance.

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7. Once the texture work is completed, click \[Export Textures] to extract the textures.

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* &#x20;Set the location to save.
* Select \[PBR Metallic Roughness].
* Select the file type as PNG.
* Save at a size of 1024 (feel free to save a separate high-quality original if you want).

8. You can check the extracted **Diffuse (BaseColor), Metallic, Normal, and Roughness textures.**

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