The new project creation window allows to create a Substance Project to store the 3D mesh and its texturing.
Substance Painter creates a new Texture set per Material definition on the mesh you are importing. This means you can import multiple meshes from a single file with overlapping UVs if you give them different materials.
Creating a new project
To create a new project click on File > New to create a new Substance Painter project.
Below is an explanation of all the parameter available in the New Project window (see the image above) :
Allows to specify a template that will define the default settings of the project (Texture Set settings, Shaders, Display settings and Baking settings).
Templates are *.spt files that can be created via the file menu and saved inside the Shelf folder to easily share them with team members.
Click on the "Select" button to specify a mesh file to load. Mesh files can have the following extension :
|Create a Texture Set per UDIM tile|
Instead of using Material definitions found on the mesh to create Texture Sets, the import process will create a Texture Set per UV range (UDIM Tile). For more information see : UDIM
In case the UDIM creation fails, the import process will fallback to the creation of a regular project instead with Texture Sets based on Materials.
If cameras are present in the mesh file, they will be imported in the project and accessible as preset for visualization.
Substance Painter doesn't support some types of cameras :
|Document Resolution||Defines the default texture resolution of the project for each Texture Sets. The resolution can go up to 4K (4096x4096 pixels) when working inside the applicaiton and 8K (8192x8192 pixels) when exporting. The resolution can be changed at anytime later on via the Texture Set settings.|
|Normal Map Format|
Defines the Normal map format for the project, can be either
As a reminder :
|Compute Tangent Space per Fragment|
If enabled, the Binormals (or Bitangents) are computed in the fragment (pixel) shader instead of the vertex shader. This parameter impacts the way the Normal map is decoded by the Shader in the viewport. Changing this settings will require to rebake the Normal map.
As a reminder :
|Import mesh normal maps and baked maps for all the materials.|
Use the "Add" button to loads texture files as Mesh maps and automatically assign them in the Texture Set settings.
See below for the naming convention to follow and an example.
Importing Mesh maps
It is possible to import mesh maps (baked texture specific to the mesh) and have them automatically assigned in the Texture Set Settings. To do so a specific naming convention must be followed. Mesh maps can be baked directly in Substance Painter or via Substance Designer .
Naming convention: TextureSetName_MeshMapName
Bellow is a list of all the Mesh map names supported:
|Mesh map||Filename convention|
|World Space Normal||world_space_normals|