Sign up for my upcoming 3D Modeling course today: www.onmars3d.com/ And my Patreon: www.patreon.com/OnMars3D for all my project files, 3d models, bonus videos, Discord and more or just to support this channel 🙂 Discord: discord.gg/vybvJnEeya
Thank you so much for this! I was worried I was going to have to start texturing all over when I found a problem with my models UVs. This worked perfectly!
For newer version of substance painter, there's a new reimport mesh function in the edit menu. Simply click that and rebake your meshmaps to bring your textures back to life!
Why do you have different texture set for each part, in this case you have 4? Doesn't it mean that you have to export 4 different normal maps and other maps and it increases the size of the file and being problematic for the performance in games?
note to others: you should not export your updated model with a material on it. Or else it overwrite the substance painter materiallayers. - happened to me - fixed
dude, I noticed that when I do this, substance adds the number 1 at the end of my texture sets and my characters becomes blank, like , white. i lose all my work. any ideas what may be happening?
I'm using Substance for the first time. I change one small little part on my model in Maya, and used this method to update mesh. However, it did not preserve the model. I can't describe it, but it looks like all the UV's got moved or something, and are making an impression on the model. I can't really explain it without showing a picture. But even the parts I didn't change in Maya, are all crazy in Substance now. I wish I could describe it better.. Help please @On Mars 3D
When that happens, that normally means you have multiple UV Channels on your model. When you import the model into Substance, the UVs become overridden. To fix this, go to UV>UV Set Editor and make sure there is only on UV Set.
If you rotate a uv shell in maya and reimport the mesh into substance (with a uv shell now rotated differently) can you transfer the texture work onto the new model with rotated uvs?
@@OnMars3D this doesn't seem to work, I tried this with a blend shape, but when I replace the mesh in painter my painted masks and warp projections aren't in the proper place anymore. In general it seems like uvs I can always change, but as soon as the mesh changes, painter doesn't know what to do anymore with the painted masks.
Sign up for my upcoming 3D Modeling course today: www.onmars3d.com/
And my Patreon: www.patreon.com/OnMars3D for all my project files, 3d models, bonus videos, Discord and more or just to support this channel 🙂
Discord: discord.gg/vybvJnEeya
The best types of tutorials are, jumping right into the action, no wasting time, no face showing all the time. Making tutorials short, Subbed
Happy to help!
You are wonderful! I was freaking out about my project for school. This saved me so much time!
Glad I could help!
Time crunching on a 3D modeling final right now and this probably just saved my sanity! thank you!!
Thank you so much for this! I was worried I was going to have to start texturing all over when I found a problem with my models UVs. This worked perfectly!
Glad I could help!
oh my gosh. the hours you've saved me. T-T bless you
Happy to help!
Thanks so much I had no clue about this and needed this
No problem, glad it helped!
Great sequence of tutorials here!
Glad you like them!
oh man thank you i totaly forgot about materials you saved me
Happy to help!
Thanks for video. This method doesn't work in my case where i changed the topology of lowpoly mesh :(
For newer version of substance painter, there's a new reimport mesh function in the edit menu. Simply click that and rebake your meshmaps to bring your textures back to life!
You have no idea the trouble you just saved me!!! Thank you so much!
@@xx_minie You're welcome buddy!
Thank you so much.
You helped a lot 🥺
Saved my life, ty!
legend
super video, thanks!
thanks for your share. After I import new model, everything in layer tab is missing, please help me fix it!thanks
You saved my life!!!!!!
Only 242 Likes, I am sure this has helped more than That, Thank you for this, it helped a great deal!
No problem, happy to help!
Why do you have different texture set for each part, in this case you have 4? Doesn't it mean that you have to export 4 different normal maps and other maps and it increases the size of the file and being problematic for the performance in games?
this is great tip
Thank you!
Thank you 🧡
You’re welcome 😊
thank you so much my friend!
Glad I could help!
Thank you. You helped a lot!!
Glad to hear that!
I appreciate this, thankyou.
Glad it was helpful!
note to others: you should not export your updated model with a material on it. Or else it overwrite the substance painter materiallayers. - happened to me - fixed
Thank You!
I appreciate! Thank you
Glad it was helpful!
Thank you very much!!
No worries!
Thanks you saved me lots of time. A like and sub is in order
you are my hero
This just saved my life lol
dude, I noticed that when I do this, substance adds the number 1 at the end of my texture sets and my characters becomes blank, like , white. i lose all my work. any ideas what may be happening?
Just make sure the naming and outliner matched the original model, if not, Substance will have issues updating the model.
I'm having an issue where color fill layers just don't work on the new parts of my mesh. Paint layers work fine. It's very confusing.
te se ama amò
You saved me alot of time
I'm using Substance for the first time. I change one small little part on my model in Maya, and used this method to update mesh. However, it did not preserve the model. I can't describe it, but it looks like all the UV's got moved or something, and are making an impression on the model. I can't really explain it without showing a picture. But even the parts I didn't change in Maya, are all crazy in Substance now. I wish I could describe it better.. Help please @On Mars 3D
When that happens, that normally means you have multiple UV Channels on your model. When you import the model into Substance, the UVs become overridden. To fix this, go to UV>UV Set Editor and make sure there is only on UV Set.
Thank you
You're welcome!
offf save my life
thank's my friend
Happy to help!
If you rotate a uv shell in maya and reimport the mesh into substance (with a uv shell now rotated differently) can you transfer the texture work onto the new model with rotated uvs?
You can transfer almost everything except custom paint layers. So any generators or procedurals will update when you reimport the model.
, to the point ,, thank you
Glad it helped
can you do this if you reposed your mesh in 3d software and imported back into substance?
As long as the material assignment and UVs have stayed the same, you can bring in a re-posed mesh.
@@OnMars3D this doesn't seem to work, I tried this with a blend shape, but when I replace the mesh in painter my painted masks and warp projections aren't in the proper place anymore. In general it seems like uvs I can always change, but as soon as the mesh changes, painter doesn't know what to do anymore with the painted masks.
Thanks bro
No problem!
Thanks
You're welcome!
🥰
:)
good bro, at least it is short enough. although it could be literally 30 seconds long
:)
2:27
Please delete your RUclips. People love to see you.
Thank you!!
No worries!
Thanks!
thank u so much!
You're welcome!