How to import _high to Substance Painter 2?

How to import _high to Substance Painter 2?

Anonymous
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Message 1 of 9

How to import _high to Substance Painter 2?

Anonymous
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Hey 😄

 

Im testing with boxes bacause its the first time im trying to import the _high poly. But when i do, it won't show the _high and it got some errors (

[Baking] Baking failed (Color Map from Mesh)

Could not find vertex colors in mesh '_high').

I've saved the _low and _high in seperate files, but its still not working :chelp6.png

help5.png

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Message 2 of 9

Anonymous
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Morning!

 

I downloaded just your Max file, exported the two and brought them into Painter--no problems with a full bake of all types in there.

 

One thing I did notice--you had named them simply _low/_high.  When you're using the "Match by name" stuff for baking in Substance, you actually need the same main name with the _high/_low added onto it.  Painter will read the name to match the low/high versions during a bake.  So I renamed those to box_high and box_low, exported to FBX with Unreal 4 settings on it and baked without errors.

 

Last thing that's easy to miss (I forget this still sometimes), make sure you're using "By Mesh Name" for matching (technically that wouldn't matter for a single object, it's gonna match regardless--but for multiple components it won't work without that turned on).

 

example.JPG

 

 

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Message 3 of 9

Anonymous
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I really dont know what im doing wrong...

box_low.JPGbox_high.JPG box_lh.JPGpaint.JPGbaking.pngend.png

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Message 4 of 9

Anonymous
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Hmm...what do your FBX export settings look like?  Here's mine...

 

example2.JPG

 

I AM using Painter 2017, but I doubt that's the issue.  Aside from that, if that's not fixing you up then you might want to try asking on the Allegorithmic forums for Painter (https://forum.allegorithmic.com/index.php?board=20.0).

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Message 5 of 9

Anonymous
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FBX.png

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Message 6 of 9

Anonymous
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Give swapping them over to what I have and seeing if that fixes it for you (you typically need at least triangulate on).  What I'm using is Epic's desired settings for Unreal 4 static meshes, I've always just used their settings for Painter with no problems.

 

You can save a preset for them, too, in the bottom left-hand corner of the export window there.  I keep one for static meshes and skeletal meshes there, and then Unity settings as well (though usually the UE4 ones work fine for Unity).

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Message 7 of 9

Anonymous
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Hopefully this post aint dead haha, but do i need to UV the object before i export it to Substance Painter 2?

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Message 8 of 9

Anonymous
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Yep!  Just on your low poly, Substance can handle everything else from there.  

 

Allegorithmic (the folks that make Substance) just talked briefly about a new UV unwrapping solution they're working on internally, but I think it'll be a good while before we get to use something like that.  Crazy to imagine a day where you don't need to mess with UV unwrapping for game art pipelines.

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Message 9 of 9

Anonymous
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Can you send me the end result after making in Substance? Everytime i try i get the high poly kinda drawn on but the edges is still low poly

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