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!
@GhostStudiosAnimation10 ай бұрын
Glad it worked out! Pinning this comment for anyone who has the same issue.
@mk8_it7 ай бұрын
thankyou so much for posting that with the update
@kenzietownsend66443 ай бұрын
I think this is what happened to me too.
@galinouprod26925 ай бұрын
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.
@GhostStudiosAnimation5 ай бұрын
Great tip! thanks for the kind comment:)
@galinouprod26925 ай бұрын
@@GhostStudiosAnimation You are welcome . 👍
@javadahmadi Жыл бұрын
Wow, finally better integration between Blender and Substance. Great video.
@GhostStudiosAnimation Жыл бұрын
Thank you! Let me know what other tutorials would be helpful!
@RootKot Жыл бұрын
KZbin just sugessted this video. And this is life saver! Thank you very much!
@GhostStudiosAnimation Жыл бұрын
I'm so glad it helped! Reach out with any other topics I can tackle.
@anommymousse12249 ай бұрын
I found this technique really great with modeler -> painter direct workflow, very handy indeed 👍
@GhostStudiosAnimation9 ай бұрын
Thank you! Glad it was helpful!
@mujeebrahman52915 ай бұрын
Great video, keep up the good work :)
@GhostStudiosAnimation5 ай бұрын
Thanks my man!
@danic86763 ай бұрын
good tutorial man, concise and helpful
@GhostStudiosAnimation3 ай бұрын
Thank You!
@EasyTramp-pp6xvАй бұрын
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.
@GhostStudiosAnimationАй бұрын
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.
@tionblack3 ай бұрын
i wish you best broziyer,ty
@GhostStudiosAnimation3 ай бұрын
thanks!
@revg974211 ай бұрын
thank you sir. i will try it
@FPChris8 ай бұрын
Good and simple.
@GhostStudiosAnimation8 ай бұрын
Thank you sir!
@emrearslan9572 Жыл бұрын
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.
@GhostStudiosAnimation Жыл бұрын
@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!
@matovincetic47416 ай бұрын
Thanks a lot!
@GhostStudiosAnimation6 ай бұрын
No problem!
@kenzietownsend66443 ай бұрын
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?
@cleysom10595 ай бұрын
Obrigado pelo tutorial, difícil de achar essa integração de Blender e Substance no KZbin.
@GhostStudiosAnimation5 ай бұрын
sem problemas
@dacarly13306 ай бұрын
how do you find the vertex color setting in the newest version of substance painter?
@GhostStudiosAnimation6 ай бұрын
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"
@zimlo9784 Жыл бұрын
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?
@GhostStudiosAnimation Жыл бұрын
You should be able to add more colors from a dropdown on that panel!
@envision63317 ай бұрын
wow its like i magic!
@GhostStudiosAnimation7 ай бұрын
Glad it worked out well!
@bluehints29515 ай бұрын
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?
@szil_10129 ай бұрын
my substance painter cannot bake the color id, it gives this error; Could not find vertex colors in mesh. Can anyone help?
@GhostStudiosAnimation9 ай бұрын
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.
@georgewinchester6403Ай бұрын
What advantages does this have over assigning different materials to different faces in blender?
@GhostStudiosAnimationАй бұрын
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
@hi_may7306 ай бұрын
hi, i imported my model in substance but its full of artifacts and a warnings says that mesh normals are invalid.
@GhostStudiosAnimation6 ай бұрын
Likely, your normals aren't aligned correctly. If you go into normal view, you. should see your normals all appearing as blue
@mikem7276 ай бұрын
Subscribed
@GhostStudiosAnimation6 ай бұрын
Thank you:)
@CyberRings-NEETАй бұрын
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)
@CyberRings-NEETАй бұрын
+ figured it out, I was baking the textures at 512 px vs 4k LOL
@TheMainDane4 ай бұрын
I keep getting the warning "Could not find vertex colors in mesh." when trying to bake an ID map. Do you know what could be causing this? I've tried for hours now and it just won't work.
@GhostStudiosAnimation4 ай бұрын
I'd start by making sure textools is set to vertex color and not material. By default, it's set to material.
@TheMainDane4 ай бұрын
@@GhostStudiosAnimation Alright I found the issue, there were 2 different attributes in the color attribute section, my bad.
@GhostStudiosAnimation4 ай бұрын
@@TheMainDane No worries! I make those mistakes all the time lol
@NightVisionOfficial Жыл бұрын
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 ;)
@GhostStudiosAnimation Жыл бұрын
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.
@unclejacksimulations94238 ай бұрын
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
@NightVisionOfficial8 ай бұрын
@@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
@momosietube11 ай бұрын
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
@GhostStudiosAnimation11 ай бұрын
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?
@momosietube10 ай бұрын
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
@GhostStudiosAnimation10 ай бұрын
@@momosietube Sometimes 3d programs are just annoying that way🙄haha. glad you got it figured out!
@alexanderhandjiev2845 Жыл бұрын
Curious why would you do that, instead of separating the materials?
@GhostStudiosAnimation Жыл бұрын
@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.
@marsmotion7 ай бұрын
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.
@GhostStudiosAnimation7 ай бұрын
Hey! I don’t totally get what point you’re making. What do you mean by highs and lows?
@kenzietownsend66443 ай бұрын
@@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.
@SkemeKOS8 ай бұрын
Do you need to UV Unwrap?
@GhostStudiosAnimation8 ай бұрын
Yes, unwrapping is the first step!
@jewelben6865 Жыл бұрын
I've downloaded the zip file but while adding the plugin to blender there is no file named uv textool ?
@GhostStudiosAnimation Жыл бұрын
@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.