![]() ![]() Problem #2 Imported maps aren't exported : Removing the unused material from the 3D software (3ds Max in my case) and rearanging the materials, re-exporting to FBX and importing into Substance Painter (which is an awesome functionality btw) fix the problem which means it's trully how Substance Painter communicate the materials' ID toward Sketchfab import system. None (in Painter) => (in Sketchfab) Mat ID #4 (as it exist in the exported FBX file) Mat ID #4 (in Painter) => (in Sketchfab) Mat ID #3 Mat ID #2 (in Painter) => (in Sketchfab) Mat ID #2 Mat ID #1 (in Painter) => (in Sketchfab) Mat ID #1 ![]() Once uploaded on Sketchfab, the removed ID will be seen as accounted, but Substance Painter will have exported without counting it (or it seems). You export the scene to Scetchfab directly through Painter's textures exporter. You export the FBX and paint the whole thing in Substance Painter and, in said Painter, you will only see 3 materials as Mat ID #3 isn't used. When you're done with the model, you actually only used 3 IDs (1,2 and 4) as you successfully fitted all the UVs of the #3 ID onto the remaining UVs IDs. You put a multi-sub material on the model with 4 IDs. Let's say you got a model with lots of detail and decide to use 4 materials. The problem was discovered as I tried to put the model I made and painted for the A Road-trip in 2116 onto Sketchfab via the exporter.įor some reasons, when I exported the full scene with the background (that's 15 materials 2048x2048 in all), some texture were wrong (mixed up) and the main model (the vehicle) didn't had any textures applied to it, but displayed the same color layout which I had in 3ds Max before I exported the FBX file.Ĭurrently, if you export a model that, in the fbx, contain something like a multi-sub (1 material filled with different material's ID) and one of those sub-material (IDs) includes a unused material (meaning it's not used in any part of the scene), the exporter remove the material and the other material remaining after the removed material IDs fill in the game which put the said materials remaining on the wrong meshes. I would like to confirm that there's currently 2 issues/problems with the SubstancePainter-to-Sketchfab export settings. ![]()
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