I can't figure out why it's not working for me. In Substance Painter after baking, when I try to pick color for a mask, all my mesh is white. I assume, Blender might not pass ID maps info correctly? I checked everything twice, and still can't figure out what's wrong. UPD. I just figured out what caused the problem. With my model in Blender selected, I went to DATA -> COLOR ATTRIBUTES, and there must be only TexTools_colorID. There was another attribute first which apparently served as color map instead. After that I re-exported fbx and it works fine now!
Durante mucho tiempo tenía problemas con las texturas de un modelo, no sabía como aplicar la textura pues los grupos de polígonos estaban totalmente separados y las UV's desordenadas, hasta que consideré usar los Vertex Colors que, si soy sincero, no sabía qué eran, pero eran mi último recurso; y tu video ha sido la conclusión de mi problema que ahora está resuelto c: ¡Muchas gracias!
Thank you 👍 And also, i saw that, on Adobe Substance, onse baked like you did, when you drag a Material on the object, old the Ctrl key and like that you can directly put it on the vertex color you want.
My question is, to export the maps from Substance Painter following along. I get a map for each vertex color. Do you know which export method gives me the, hmm. Just doesn't do that? So I can just CTRL-SHIFT-T on the Principled BDSF back in blender?
You can also bake ID Map directly in Blender. Not in Substance Painter. 1) After you selected "Vertex Mode" and assigned your Vertex Colors, make sure that your model doesn't have any materials 2) Also make sure that Color Attributes of your model ((In "Object Data Properties") has active slot with TexTools color ID 3) Select "Material ID" in TexTools -> Bake! OR if you want to bake ID Map and don't want to remove a material from your mesh. 3) Go to Shader Editor 4) Add node "Color Attribute" ("Vertex Attribute") in Base Color slot of your Shader 3) Bake "Base Color" or "Diffuse"! Maybe there are other ways to bake ID Map by TexTools in Blender. So if you know how, please inform.
That’s good information for people who don’t use substance painter! I find the substance painter workflow easier and more intuitive, but I know not everyone has access to it.
Good question! It’s much more optimized because you have specific polygon groups saved so you don’t have to constantly re-select to change your material selection
Great tutorial! Btw does the color vertex section in textool addon has only 5 colors? What if i have a 5+ objects am i allowed to add more color on that addon?
You should just need to find the "ID" tab in your bake mesh map dialogue box. It's set to "material" by default. You need to switch it to "Vertex Color"
Newbie here, so if I did understand you right, your method makes UV-Unwrapping with Cube Checker Maps obsolete, right? Normally I would mark seams, unwrap and look how it looks, but with your method we are basically seperating the different areas by the colorized areas. I am using Textools for 2 days but not one tutorial showed that method, I am speechless.
@emrearslan9572 Sorry for the late reply. To answer your question, it doesn't make UV unwrapping obsolete. It just makes the process of texturing a UV unwrapped model a lot easier and streamlined in substance painter. Hope that helps!
It’s a different process because scans have so many more polygons. I know you can actually paint textures onto your mesh but it might be easier to retopoligize first
I don't know what I'm doing wrong: after baking in substance painter, and I want to select a color, my whole model is a neon green. (This is not how I colored it in blender) Can anyone help?
The most likely reason is that in textools you're adding material colors instead of vertex colors. It's set to material colors by default. I'd give those settings a look first. Reach out if it still isn't working.
@alexanderhandjiev2845, Good question. A lot of it has to do with performance. This produces 1 PBR texture whereas if I did multiple materials I'd have around 8. If this was in a complex scene and had 8 PBR textures it would slow down the render time tremendously. It's also quicker to texture when you're working on one material instead of 8 smaller pieces.
Hello, any idea why Painter won't read my vertex colors? I did exactly what you suggested in the video, I searched the internet, but all I found is that I should have a high poly mesh, which in your case wasn't necessary. Thanks
Hey, thanks for getting back to me! I have the vertex dropdown selected. I tested with other models and it works, it was something to do with my mesh, don't know what. I had to re-do it. Thanks again@@GhostStudiosAnimation
@@GhostStudiosAnimation The Bake Maps section has a high poly bake to the initial FBX. In the example he just baked onto the imported FBX and didn't high poly bake. There are more than one way to bake a model. So. In a way you're both right but, about different ways of doing the same thing.
All great, nice tuts, but overall, this kind of workflow, is only needed with BIG models with a LOT of materials, for tiny objects with not that many materials, using the UV tool, or the geometry selection tool, works like a charm. And if you don't like it to be the same color as the other with the same material, you can just deselect it, and make a new one ;)
Thanks for the nice comment! Definitely a million ways to skin a cat. I really like this technique for various-sized models because it helps me visually plan how I'm going to texture everything.
You're limited by the UVs of your low poly if you do this. By BAKING vertex color you can get selections from a high poly into a low poly, and get selections that would take way longer to hand paint, and are impossible to UV mask
@@unclejacksimulations9423 Indeed, all depends on the model, but if the material is 1 per base model, it's just 1 more thing to do. If you are doing 3 HP Models to 1 LowPoly, all 3 with different material, indeed it is better to bake the ID per Model :). Different workflows
@jewelben6865, Can you be a little more specific? Are you able to install it but not enable it, or are you just not able to find the file when you browse for it. Make sure you don't unzip the file before installing it.
I can't figure out why it's not working for me. In Substance Painter after baking, when I try to pick color for a mask, all my mesh is white. I assume, Blender might not pass ID maps info correctly? I checked everything twice, and still can't figure out what's wrong.
UPD. I just figured out what caused the problem. With my model in Blender selected, I went to DATA -> COLOR ATTRIBUTES, and there must be only TexTools_colorID. There was another attribute first which apparently served as color map instead. After that I re-exported fbx and it works fine now!
Glad it worked out! Pinning this comment for anyone who has the same issue.
thankyou so much for posting that with the update
I think this is what happened to me too.
You're a legend!
Wow, finally better integration between Blender and Substance. Great video.
Thank you! Let me know what other tutorials would be helpful!
Durante mucho tiempo tenía problemas con las texturas de un modelo, no sabía como aplicar la textura pues los grupos de polígonos estaban totalmente separados y las UV's desordenadas, hasta que consideré usar los Vertex Colors que, si soy sincero, no sabía qué eran, pero eran mi último recurso; y tu video ha sido la conclusión de mi problema que ahora está resuelto c:
¡Muchas gracias!
Happy to help!
RUclips just sugessted this video. And this is life saver! Thank you very much!
I'm so glad it helped! Reach out with any other topics I can tackle.
I found this technique really great with modeler -> painter direct workflow, very handy indeed 👍
Thank you! Glad it was helpful!
Thank you 👍 And also, i saw that, on Adobe Substance, onse baked like you did, when you drag a Material on the object, old the Ctrl key and like that you can directly put it on the vertex color you want.
Great tip! thanks for the kind comment:)
@@GhostStudiosAnimation You are welcome . 👍
good tutorial man, concise and helpful
Thank You!
Great video, keep up the good work :)
Thanks my man!
Obrigado pelo tutorial, difícil de achar essa integração de Blender e Substance no RUclips.
sem problemas
My question is, to export the maps from Substance Painter following along. I get a map for each vertex color. Do you know which export method gives me the, hmm. Just doesn't do that? So I can just CTRL-SHIFT-T on the Principled BDSF back in blender?
i wish you best broziyer,ty
thanks!
You can also bake ID Map directly in Blender. Not in Substance Painter.
1) After you selected "Vertex Mode" and assigned your Vertex Colors, make sure that your model doesn't have any materials
2) Also make sure that Color Attributes of your model ((In "Object Data Properties") has active slot with TexTools color ID
3) Select "Material ID" in TexTools -> Bake!
OR
if you want to bake ID Map and don't want to remove a material from your mesh.
3) Go to Shader Editor
4) Add node "Color Attribute" ("Vertex Attribute") in Base Color slot of your Shader
3) Bake "Base Color" or "Diffuse"!
Maybe there are other ways to bake ID Map by TexTools in Blender. So if you know how, please inform.
That’s good information for people who don’t use substance painter! I find the substance painter workflow easier and more intuitive, but I know not everyone has access to it.
thank you sir. i will try it
What advantages does this have over assigning different materials to different faces in blender?
Good question! It’s much more optimized because you have specific polygon groups saved so you don’t have to constantly re-select to change your material selection
Great tutorial! Btw does the color vertex section in textool addon has only 5 colors? What if i have a 5+ objects am i allowed to add more color on that addon?
You should be able to add more colors from a dropdown on that panel!
how do you find the vertex color setting in the newest version of substance painter?
You should just need to find the "ID" tab in your bake mesh map dialogue box. It's set to "material" by default. You need to switch it to "Vertex Color"
Newbie here, so if I did understand you right, your method makes UV-Unwrapping with Cube Checker Maps obsolete, right? Normally I would mark seams, unwrap and look how it looks, but with your method we are basically seperating the different areas by the colorized areas. I am using Textools for 2 days but not one tutorial showed that method, I am speechless.
@emrearslan9572 Sorry for the late reply. To answer your question, it doesn't make UV unwrapping obsolete. It just makes the process of texturing a UV unwrapped model a lot easier and streamlined in substance painter. Hope that helps!
Good and simple.
Thank you sir!
how about for 3d scan shoes? how do you vertex paint it?
It’s a different process because scans have so many more polygons. I know you can actually paint textures onto your mesh but it might be easier to retopoligize first
Thanks a lot!
No problem!
wow its like i magic!
Glad it worked out well!
did anyone run into the issue of the vertex colors not fully being accurate? like it's not solid hard colors but more blurry etc (within substance)
+ figured it out, I was baking the textures at 512 px vs 4k LOL
I don't know what I'm doing wrong: after baking in substance painter, and I want to select a color, my whole model is a neon green. (This is not how I colored it in blender) Can anyone help?
hi, i imported my model in substance but its full of artifacts and a warnings says that mesh normals are invalid.
Likely, your normals aren't aligned correctly. If you go into normal view, you. should see your normals all appearing as blue
my substance painter cannot bake the color id, it gives this error; Could not find vertex colors in mesh. Can anyone help?
The most likely reason is that in textools you're adding material colors instead of vertex colors. It's set to material colors by default. I'd give those settings a look first. Reach out if it still isn't working.
Curious why would you do that, instead of separating the materials?
@alexanderhandjiev2845, Good question. A lot of it has to do with performance. This produces 1 PBR texture whereas if I did multiple materials I'd have around 8. If this was in a complex scene and had 8 PBR textures it would slow down the render time tremendously. It's also quicker to texture when you're working on one material instead of 8 smaller pieces.
Hello, any idea why Painter won't read my vertex colors? I did exactly what you suggested in the video, I searched the internet, but all I found is that I should have a high poly mesh, which in your case wasn't necessary. Thanks
It's a little hard to say without the file. On Textools do you have the material dropdown selected instead of the vertex dropdown selected?
Hey, thanks for getting back to me! I have the vertex dropdown selected. I tested with other models and it works, it was something to do with my mesh, don't know what. I had to re-do it. Thanks again@@GhostStudiosAnimation
@@momosietube Sometimes 3d programs are just annoying that way🙄haha. glad you got it figured out!
Subscribed
Thank you:)
Do you need to UV Unwrap?
Yes, unwrapping is the first step!
you cant merge all your highs to one object esp if your baking...that will mess up you high lows matching. dont ctrl j the model together.
Hey! I don’t totally get what point you’re making. What do you mean by highs and lows?
@@GhostStudiosAnimation The Bake Maps section has a high poly bake to the initial FBX. In the example he just baked onto the imported FBX and didn't high poly bake. There are more than one way to bake a model. So. In a way you're both right but, about different ways of doing the same thing.
All great, nice tuts, but overall, this kind of workflow, is only needed with BIG models with a LOT of materials, for tiny objects with not that many materials, using the UV tool, or the geometry selection tool, works like a charm. And if you don't like it to be the same color as the other with the same material, you can just deselect it, and make a new one ;)
Thanks for the nice comment! Definitely a million ways to skin a cat. I really like this technique for various-sized models because it helps me visually plan how I'm going to texture everything.
You're limited by the UVs of your low poly if you do this. By BAKING vertex color you can get selections from a high poly into a low poly, and get selections that would take way longer to hand paint, and are impossible to UV mask
@@unclejacksimulations9423 Indeed, all depends on the model, but if the material is 1 per base model, it's just 1 more thing to do. If you are doing 3 HP Models to 1 LowPoly, all 3 with different material, indeed it is better to bake the ID per Model :). Different workflows
I've downloaded the zip file but while adding the plugin to blender there is no file named uv textool ?
@jewelben6865, Can you be a little more specific? Are you able to install it but not enable it, or are you just not able to find the file when you browse for it. Make sure you don't unzip the file before installing it.