We have made some fixes to our Substance Painter importer, based on user reports. For example: our old .obj/.json importer had some issues with name collisions, unicode names, and some instances of renamed texture sets. All these problems have been cleared from our tasklist now.
In addition, we have generalized our PBR-compliant map gathering system to all the scene file formats supported by Maverick. So now our Substance Painter importer takes files in any format that Substance itself supports for output. e.g., .obj, .dae, .ply, .stl.
Substance Launcher & Sketchfab
As we will explain in one of our next posts, the latest version of Maverick features a new importer for Sketchfab models. But alternatively, it is also possible to use Substance Launcher to browse Sketchfab for models, send them to Substance Painter, edit their textures, and then open them up in Maverick following the usual workflow. As a reminder, this workflow is:
From Substance Painter, export the mesh, using any name, to a directory.
Then export the textures using the Maverick (or Maverick Advanced) preset. If you renamed any texture sets, tick the “Export shaders parameters” checkbox.
Then, from Maverick, use our Substance Painter button to import the mesh that you exported (e.g., an .obj file).
This workflow is depicted in the last part of the video for our new Sketchfab importer:
If you don’t need to pass the model through Substance Painter, then you can simply download the model as .gltf from Sketchfab and import directly in Maverick, as shown in the video.
The image featured at the header of this post uses a model by Sketchfab’s user kenprol. It is a model textured on Substance Painter (i.e., not using scanned maps). You can visit the author’s profile on Sketchfab on this link. This is his Artstation profile. Thank you for this great model!
The following image uses a model by Sketchfab’s user skartemka. You can visit his profile on Sketchfab on this link. Thank you very much!