Substance Painter Tutorial – Model Preparation 01: UV Mapping and Texel Density

Substance Painter Tutorial – Model Preparation 01: UV Mapping and Texel Density

Juli 24, 2017 1.232 views Urlaub -
Buy from amazon

Product Description

In this video we discuss UV mapping and texel density in regards to maximizing texture resolution.

Support thread:

Related Posts to Substance Painter Tutorial – Model Preparation 01: UV Mapping and Texel Density

44 responses for Substance Painter Tutorial – Model Preparation 01: UV Mapping and Texel Density

  1. John Doe sagt:

    Let me iterate that these tutorials are great and learning with videos saves me so much time that is like having my money back from you guys! Just a question, how would you recommend mirroring UVs? In Painter, are there specific limitations, bleeding settings or guidelines to follow coming from Max? (Beyond what’s on polycount wiki)

  2. person8203 sagt:

    I hate UV unwrapping so much

  3. OverNightGaming sagt:

    Dude your tutorials are so good! Can you just start making them for Maya too? Or Zbrush either one is fine. XD

  4. arbi babakhanians sagt:

    Although this was a very good video, it didn’t answer my question.

    Take a look at this screenshot please:

    I want to be able to scale up my UVs as large as I want to, because I need to apply more pixels to them, So i can have much more resolution for my textures in Substance Painter, but before I reach to a good resolution, I hit the UV scale limitation and can’t make it larger. What should I do in Maya or substance painter?

    • John B sagt:

      Dunno if you’re still struggling with this but the ‚layout‘ scaling will only go as large as 0-1 UV space. The long, skinny row of UVs on the left are the issue, if you break them into smaller pieces (say, into 1/3rds) then Maya will be able to pack your UVs to use more of the space.

      Maya also doesn’t make use of surrounded UV spaces (like the empty space inside the circle of your gear) so you’ll probably need to start with the Maya autolayout, but then manually move a bunch of the UV shells to make use of that space.

    • arbi babakhanians sagt:

      Thank you john.

  5. UpgradeFour sagt:

    There’s no way I could afford any Autodesk software as an Australian hobbyist game developer. Blender is clunky to use but I’ll need to stick to that. Most rendering software costs a ridiculous amount of money over here so I’m very limited. Creating detailed normal maps is one thing that I have trouble with in my current set-up, any advice?

  6. andrewstanley sagt:

    Dude you fucking rock.

  7. Yawen Zhang sagt:

    Hi thanks for the video, I worked on low poly models texturing most of the time before. I am just wondering if symmetrical UV works along with the R/M workflow in substance painter? I have tried once it is a bit confusing.

  8. Pamela Estefanía Chávez López sagt:

    woooaaaaw!!!!! 🙂

  9. Phyo Thant sagt:

    I think roadkill will does those job automatically.

  10. viniruschel sagt:

    Hi Wes, first of all, thank you for this great playlist of tutorials! I’ve watched all of them but I still can’t figure out something. How do I find out the resolution of the UV Painter is using for reference? I used Maya 2016 to create the mesh and I separated the materials so I could get a decent textel density across everything, but when I use the stitches brush on Painter they look awfully pixelated. I exported the file as .fbx

    I’m not sure the UV resolution is the cause of this, but I’m not very experienced with Painter (first project) so I’m a little lost. Thanks

    • Allegorithmic sagt:

      Thanks! So glad you liked the videos. The resolution is set on the texture set settings. You can choose a resolution up to 4K for painting. If the UVS are very small in the 0-1 space then only a small amount of the pixels are applied and this can result in the pixelated issue. You can either enlarge the UV shell in the 0-1 space or increase the resolution.

  11. Scipio Klausen sagt:

    How can I UV map hard surface models?
    My maya coach said I should not use the unfold tool for hard surface geometry because some edges will be curved which shouldn’t be curved.
    He said that the unfold tool is only for organic geometry.
    When I try the unfold tool on hard surface geometry I get some crazy results which are totally crap.
    So how do I uv map complex hard surface models in maya?

    • Scipio Klausen sagt:

      I know this question is only indirect about texturing but I’m searching for how to do this since weeks and my maya coach doesn’t reply my messages 🙁

    • Allegorithmic sagt:

      Yes that is correct that unfold can be used for organic. You will get curved surfaces. The key is in how you cut the UV edges. Often I will cut the UV edges so that I get only a portion of the flat area then unfold just to relax the UVs. My workflow is to do a selection for areas that I can project from camera without distortion. Then I repeat this process of cutting up the mesh at flat planes. I will then use move and sew to place shells back together. I will use unfold just to relax. There are many cases where you can use unfold and it won’t create curved areas but the key is to have the UV cuts in place so that it retains the shape.

    • Allegorithmic sagt:

      No problem : ) Very happy to help.

    • Scipio Klausen sagt:

      Thank you so much. Sometimes it still doesn’t work because I use a tool that crashes maya or something like this. I also sometimes get the correct UV Shell but it’s a little bit rotated.

      But I still have a question:
      Why do we still need 2 dimensional UV Maps?
      We build our model in 3D space and we paint on it in 3D so why do we still need a 2D UV map instead of saving the texture information also in a 3D UV Map which has the same shape as the model itself?

    • Andrew Hall sagt:

      Scipio, you want it to work like magic. Try understanding the mathematics instead.

      You are basically saying „well I can imagine painting directly on a 3D model like it is in real life, so why can’t I do that when I model in 3D graphics?“

      The short answer is – because you can’t. Mathematically based 3D rendering is fundamentally different in every way from real-world photonic light and vision. In real life, reality automatically processes millions of photon emissions from your sculpture that collide with your eyes. No computer has that processing power yet.

      Instead what we have for computers are mathematical idealizations that are easier to do the math on.

      Part of that is having 3D models that are painted with 2D materials. But 2D materials are FLAT. So there is no such thing as a „3D UV map“. UV mapping *fundamentally* refers to the process of mapping 2D mathematical space onto 3D mathematical space. U is a coordinate in 2D texture space that is like X in world space, V is like Y. If you don’t have a third dimension you don’t have a Z – there’s no such thing as „UVW“ space for standard materials. Instead each XYZ corner of a triangle in world space corresponds to a UV coordinate in texture space – so that when the computer interpolates each texture onto its triangle, it knows „where“ in the texture it is interpolating from.

      In another decade, there will probably be tools for 3D graphics that simulate the process of hand painting the way you want.

      But we’re not there yet. It’s a very hard process – and those tools when developed are still going to be translating your „hand painting“ into UV mapping, because UV mapping is closer to how computers really think. They’ll just be doing it automatically for you.

      For now, try to learn and understand how things are instead of just asking why they are not the way you want them to be. 🙂

  12. Ross Daniel sagt:

    At first I thought it was a matter of modeling in Maya and just exporting to Substance without worrying about UV or anything texture related since substance would automatically take care of the UV part.

    Finally a clear, and deliberate attempt at being concise about this topic. I searched all over and now I’m getting the rational behind UV mapping! Thanks!

  13. Cool Dude sagt:

    Awesome Tutorial, thank you!

  14. William Chang sagt:

    Do we have to do it manually?? Or is there a short cut ??

  15. Jordon Jakusz sagt:

    Hey great tutorial but for baking, should you harden edges along uv seams? Or just 90 degree angles? Or soften entire model?

  16. Gatien Becker sagt:

    Hey people plz, I can’t see that checkerboard in my viewport, I don’t want to render everytime, somebody got the solution plz?

    • Allegorithmic sagt:

      Are you talking about the checkerboard image in the Maya viewport? I just had an image applied and set the viewport to view textures. The recent versions of maya now have a nice checker view option from the UV editor.

  17. Fazendo jogo! sagt:

    Hello. For game models using overlapping shells to save some texture space, is there an option in maya uv layout to use that keep the overlapping shells?

  18. Rodolfo Rubens sagt:

    The new maya’s uv toolkit makes even easier to unwrap, before I was using nightshade uv but now I only use uv toolkit and it rocks! Thanks for this btw, very informative.

  19. Amu Chaudhary sagt:

    pls help i am creating a model in maya and taking it uvs then giving different identifiers for the whole model to see which texrure to apply where but when i am exporting it in substance painter only one part is getting the texture and not all and also the uvs are not showing can u help where i am wrong pls

Sie müssen eingeloggt sein um einen Kommentar zu schreiben.