Unlocking Substance Painter: Adding Meshes Easily

how to add a mesh in current substance painter

Adobe Substance 3D Painter allows users to texture and paint 3D meshes. These 3D meshes are made of polygons, which are created by combining vertices and edges that define faces. To prepare a mesh for Painter, it is important to ensure that the mesh geometry is clean to avoid issues in the texturing process. While it is not possible to add new meshes to an existing project, users can export their original mesh with their new mesh as one OBJ/FBX file and reimport it by going to Edit > Project Configuration. Additionally, users can import meshes in Substance 3D Modeler by selecting File > Import Mesh or using the Ctrl + Shift + I shortcut.

Characteristics Values
How to add a mesh in Substance Painter Export your original mesh with your new mesh as one .obj or .fbx file. Go to Edit -> Project Configuration and reimport from there.
How to import OBJ in Substance Painter Open the OBJ mesh file and activate Use UV Tile workflow. Select the Preserve UV Tile layout per material and enable painting across files option. Select OpenGL as the Normal Map Format.
How to prepare mesh for Painter Ensure mesh geometry is clean to avoid issues in the texturing process.
How to select a mesh in Substance Painter Hold Ctrl and drag a texture directly on a specific mesh.
How to import mesh in Substance 3D Modeler Use File > Import Mesh or shortcut Ctrl + Shift + I.

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To add a mesh to an existing project, export your original mesh with your new mesh as one OBJ/FBX file

If you want to add a mesh to an existing project in Substance Painter, you need to export your original mesh with your new mesh as one OBJ/FBX file. This is because Substance Painter does not allow you to load two separate .fbx/.obj files into a single project.

To do this, you first need to go back to your 3D application (e.g. Maya, 3DS Max) and re-export your whole scene with the new object added to it. It is recommended to use FBX format for this.

Once you have exported your original and new meshes together as a single file, you can go to 'Edit' > 'Project Configuration' in Substance Painter and reimport the file. Your previous paint work will be kept and applied to the same textureset of the newly imported mesh. You will end up with your original scene untouched, plus the new mesh.

If you want to separate different meshes for convenience, there are a few solutions. For example, you can use mesh fill/UV island fill to set a mask that will separate the parts you need, and then add an opacity fill to the part you need to hide temporarily. However, if you are working with a lot of layers, high resolutions, or dense meshes, it is recommended to be cautious of duplicating or instancing meshes.

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Go to Edit > Project Configuration and reimport

If you have already imported a mesh and done some painting in Substance Painter but want to import another mesh into the same project, you cannot simply add the new mesh to the existing project. However, there is a workaround.

Firstly, you must export your original mesh with your new mesh as a single .obj or .fbx file. Then, go to Edit > Project Configuration and reimport. Substance Painter will keep all your previous paint work and apply it to the same texture set of the newly imported mesh. This process will allow you to retain your original scene and add the new mesh.

It is important to note that this method assumes that you have not moved any part of the original mesh. If you have made adjustments to the original mesh, the process may not work as expected.

Additionally, when re-exporting your scene with the new mesh, it is recommended to use FBX format due to its various advantages. By following these steps, you can successfully add a new mesh to an existing Substance Painter project without losing your previous work.

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Use mesh fill/UV island fill to set a mask that will separate parts of the mesh

When working on a project in Substance Painter, you may need to separate parts of the mesh for painting. For instance, you might want to paint the body hidden beneath a layer of clothes. In such cases, you can use mesh fill/UV island fill to set a mask that will separate the parts of the mesh you need to work on.

Here's a step-by-step guide on how to use mesh fill/UV island fill to create a mask in Substance Painter:

  • Export your scene with the new object added: Go back to your 3D application (e.g., Maya, 3DS Max) and re-export your entire scene with the new object added. It is recommended to use FBX for various reasons.
  • Reimport the mesh into Substance Painter: In Substance Painter, go to Edit > Project Configuration and import your new project mesh. If you haven't moved any part of the original mesh, everything should work fine. You will have your original scene intact, along with the new mesh.
  • Use mesh fill/UV island fill to set a mask: With your new mesh in place, you can now use mesh fill or UV island fill to create a mask that will separate the parts of the mesh you want to work on. For example, if you want to paint the body hidden beneath the clothes, you can move the clothes slightly to the right and then re-export and update the mesh in Substance Painter.
  • Add an opacity fill: Once you have separated the parts of the mesh using the mask, you can add an opacity fill to the area you want to hide temporarily. Note that it won't become transparent with the default shader; you'll need to choose a shader that supports alpha channels.
  • Toggle and delete the opacity fill as needed: With the opacity fill in place, you can now work on the exposed area of the mesh. When you no longer need the hidden area, simply delete the opacity fill.

Using mesh fill/UV island fill to set a mask is a useful technique in Substance Painter when you need to work on specific parts of a mesh without affecting the rest of the model. It allows you to separate and expose the desired areas for painting or other modifications while keeping the rest of the mesh intact.

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Add an opacity fill to the part you want to temporarily hide

To add an opacity fill to a part of your project in Substance Painter, you must first ensure that your shader supports opacity. You can select shaders in the shader tab in the viewport settings. There are two shaders that support opacity: the alpha test and alpha blending shader. Once you have selected the correct shader, you will be able to see the opacity in the viewport.

Next, create a fill layer and ensure that the OP is selected in the fill layer properties. You can then adjust the greyscale value with a slider to change the opacity of the surface. Alternatively, you can use a brush to paint opacity or create a mask to select which parts of the object are affected by the opacity value.

If you are exporting your project and want to maintain the opacity levels, you must export to a format that supports transparency, such as PNG. Otherwise, the program will combine all layers into the Base Color layer and save everything with 100% opacity.

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To select a mesh in the viewport, hold Ctrl and drag a texture directly onto the mesh

To select a mesh in the viewport in Substance Painter, hold Ctrl and drag a texture directly onto the mesh. This will give all meshes different colours, allowing you to identify the specific mesh you want to work on. It is important to note that you cannot select a mesh in Substance Painter or isolate it. If you want to view a single mesh, you can hide all other texture sets. To identify the mesh, you need to name all the texture sets.

Frequently asked questions

You can't add a mesh to an existing Substance Painter project. However, you can export your original mesh with your new mesh as one OBJ/FBX file. Then, go to Edit > Project Configuration and reimport from there.

Before importing your mesh to Substance Painter, ensure that the mesh geometry is clean to avoid issues in the texturing process. Substance Painter requires a 3D mesh to start a new project. These 3D meshes are made of polygons, which are made by combining vertices and edges that define faces.

You can import OBJ files into Substance Painter. You can also import FBX files, but you cannot load two separate FBX files into a single project.

To import a mesh, go to File > Import Mesh or use the shortcut Ctrl + Shift + I. In the Import Mesh dialog, select the file to import and adjust the import settings if needed. Once you have configured your import, click Import.

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