![]() The Quixel Megascans related issue was not something you had to learn about to fix. Just because it’s a related topic does not mean licensing terms are universal between companies. To add to what said, that situation resulted from users not reading the Quixel Megascans terms of service. If you have multiple meshes that do use the same texture set then you can just copy and paste the SurfaceAppearance object into each mesh.Īfter doing all this, your mesh is almost done. If your mesh consists of multiple meshes with different texture sets for each (which mine does) then it’s simply just a rinse-and-repeat affair until you finish. ![]() Make sure that the texture you’re applying is to the correct mesh and map! Right-clicking your texture map, you can copy the decal’s ID to your clipboard and then paste it into the SurfaceAppearance properties. Now comes the most boring part of the whole process. Of course, there will be multiple repetitions of this pattern depending on how many texture sets you had in Substance Painter. (Inserting objects into others doesn’t support multiple selections.)Īssuming all of your textures have uploaded, your Images folder in the Game Explorer window should look something like this: If your mesh consists of multiple parts, you can copy it into your MeshParts using this little trick: Select your mesh and double click on the SurfaceAppearance object to insert it. (If this isn’t visible, make sure that in File > Beta Features “Advanced SurfaceAppearance Textures” is enabled. The first result should be the SurfaceAppearance object itself. Open up the Insert Object window and search for anything close to “SurfaceAppearance” in the search bar. Once again, sit back and relax until it’s finished! This will open a new window which will show the progress of your importation. Click Open after selecting them to start uploading them. Enable it through View > Game Explorer if it isn’t visible.Ĭlick Import and select all the maps you want to import from the File Explorer. Importing your textures will be done in the Game Explorer window. (If you haven’t exported it yet, Substance Painter can do that too! Go to File > Export Mesh and save it as an. In the GIF, the model’s AO color can be changed to any color using the MeshPart’s BrickColor/Color.Īssuming you have the mesh already in Studio, you can get on to applying your textures to your mesh. Setting up your color map this way allows you to actually have and adjust your ambient occlusion within Studio. GIFs on how to accomplish this for each map are below. This is done by dragging labels from the right side columns ( Input maps, Mesh maps, Converted Maps) onto the RGB, Gr, and RGB+A squares. Now, moving on to actually assigning your textures their correct maps. Substance Painter uses a naming scheme for exported files as follows: Here is the way I like to set up my template, since it keeps it true to Studio’s required maps and utilizes any baked AO you have (more on that in the color map dropdown). (Your template can be renamed by right-clicking it in the list and using Rename)Īt the top of the template’s window you’ll see 5 buttons: ![]() This will create a new template at the bottom of the list, called new_export_preset. This will help us create our export template for future use.Ĭhange over to the OUTPUT TEMPLATES tab and click the + symbol to make a blank template. Substance Painter uses the same naming scheme. Before setting up a new template, it’s crucial to understand that Roblox takes 4 different maps:
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