Exporting FBX to Substance Painter - Not getting UDIMs in Texture set

Exporting FBX to Substance Painter - Not getting UDIMs in Texture set

Blackbetti
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Exporting FBX to Substance Painter - Not getting UDIMs in Texture set

Blackbetti
Participant
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Doing a project where im utilizing loads of UDIMs, however as i texture i sometimes find things i need to tweak etc. Normaly i can reimport the mesh and it will update with UDIMs as names in the Texture set list. However i couldn't export FBX with Maya so i had to re load FBX in plugin manager and now when ever im reimporting its using the material as names in Texture set list causing my mesh to be fully untextured. If anyone knows how i can solve this id be super happy as i already put loads of work into the textures and dont feel like starting from scratch.

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sean.heasley
Alumni
Alumni

Hi @Blackbetti 

 

I think this issue may actually lie with Substance and not Maya. Personally all my work with UDIMs I have used multiple materials or just layed out the UVs across however many texture sheets I needed on one set instead of multiple sets.

 

There's a large ongoing thread here that sounds similar to your issue.

 

Only workaround I can think of would be to make copies of the layers and/or turn them into smart materials and then apply them to your model again in a new scene so you don't have to remake them from scratch.

 

 

 

 

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Blackbetti
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I am using texture sheets instead of sets, why i thought it was Maya was beacuse everything worked earlier when i had reimported and been doin so with the same mesh for a couple of days and the moment i reload FBX plugin it stops working. Il check out the link, it seems like the same problem, otherwise i guess Smart material is the option to go.

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Message 4 of 4

sean.heasley
Alumni
Alumni

Hi @Blackbetti 

 

One thing you could try that might work is assigning new materials based on the sheets. For example if you have 3 UDIMs in substance have UDIM1 be the base lambert material, UDIM2 be a new lambert material you could name material2 and then do the same for UDIM3.

 

That way when imported Painter will pick them up as UDIMs and hopefully place everything accordingly based on how you textures are set up. I can't guarantee that'll work as I'm not an expert with Painter so it may be worth posting this on Allegorithmic forums as well to see if they have any insight.

 

 

 

 

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