

Maybe you are already familiar with what each map does, in that case skip to the next point. I will explain what those Maps are used for to give a basic understanding. So let us get into baking, click on “Bake Textures” and we get a popup with multiple settings. Most need a some information to work with. Yes, even if you don’t have a high poly mesh baking is quite important for a lot of materials and effects. Now before we start painting any little details or adding tons of materials, we first need to bake. (I added a material just to display it better). Pressing F1 (2D/3D view) lets you do a quick check if everything got imported correctly.

Then we press okay as we don’t have any pre-baked maps yet. I generally go with 2048 as it uses less performance to run while painting (again, this can be changed at the end in case you need a higher output quality). The Document resolution doesn’t exactly matter at this point, as substance painter can freely change that at any given time, while certain applications might prefer a specific map. Sketchfab can handle both but defaults to DirectX. Next we have to decide for the Normal map format, between DirectX and OpenGL. Now that we got that we go to “File – New” and select our mesh. If you need to create those first, I made this Guide to UV’s. This is so Substance Painter knows where to store the Texture Data. To start we will need a finished Model WITH UV’s. This tutorial is aimed at people who have just started with Substance Painter, but might have a few tips for slightly advanced users.Ĭurvature / Position / Thickness / World Space normal Welcome to my Quickstart Guide to Substance Painter! My name is Alex Meister, better know as Dark-Minaz, one of the Sketchfab Masters and I have roughly over 180 Models that are made with Maya, 3D-Coat and Substance Painter.
