Creating Texture Maps - Substance 3D Painter
Last updated
Last updated
For the high quality of Substance 3D Painter, the best quality of Normal texture is essential.
Import the exported outfit file (fbx) into Substance Painter.
2. Select a texture size of 1024 and work with OpenGL.
Add the baked textures into the "bake mesh map" section. You can see that one Normal map has been added.
To increase the quality, it's good to utilize many baked textures.
In the [MESH MAPS] menu on the right, insert the imported Normal map and click [Bake Mesh Maps].
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
Depending on the mesh shape and baked textures, you can adjust the option values to modify the texture results.
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.
Now, let's add the Altava logo.
Press Alt + the mask window to view only the mask area.
Return to the material viewer screen by pressing the shortcut M.
Choose the color of the logo and adjust the metal and roughness values to give it a shiny appearance.
Once the texture work is completed, click [Export Textures] to extract the textures.
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).
You can check the extracted Diffuse (BaseColor), Metallic, Normal, and Roughness textures.