Substance Painter Spider Bot: Master Texturing in 3D Game Dev

🟢 Follow this educational tutorial. You’ll get hands-on experiential enjoyment in Substance Painter spider bot creation, exporting textures from Substance Painter and applying them without delay on your spider bot. You can also use any 3D model in Unreal Engine. Dive in and examine how you can approach renaming and exporting textures. This must ensure they fit flawlessly on the frame and legs, quickly bringing your fashions to existence.

🟢For your best understanding and representation, we’ll address common texture challenges that emerge while shifting from Substance Painter spider bot creation to Unreal Engine, presenting and elaborating solutions on how to fix them quickly. Hence, your substance appearance is ideal—no more guesswork—simply practical solutions to make your spider bot shine.

🟢 Additionally, you’ll discover how to import Mixamo characters and animations, prepare your property like a seasoned, and streamline your workflow in Unreal, supplying you with more significant time to awareness on what matters: developing stunning, immersive 3D models.

Workflow for exporting textures from Substance Painter Spider Bot

To export textures from Substance Painter, use the shortcut Ctrl + Shift E.

  • Set output directory: Select the folder where your textures will be saved.
  • Output template settings: Select a template for Unreal Engine 4.

You can see which texture maps can be exported in the output templates. Usually, the three most essential maps are used, but other maps may depend on the task. The keymaps are:

Basic color:

  • Ambient Occlusion Metal Roughness (AORM)
  • Normal map
  • Here is another map for this tutorial: the emissions map.

Renaming shaders for export:

Before exporting textures, rename shaders with a T_ prefix (e.g., T_ShaderName). This will allow you to find Unreal Engine interior texture maps without problems.

In the Export Texture window:

  • Select File Type and Size.
  • Click the Export button.
  • Import mesh and textures into Unreal Engine

Create an empty project:

  • Open Unreal Engine.
  • With Ctrl+N.create a new base layer. 
  • Save the scene and scope with the quick shortcut Ctrl+S. Name the scope and click Save.

Export the mesh from Substance Painter:

  • Click the File tab and choose Export Mesh.
  • Leave the Use triangulation option checked because Unreal Engine will triangulate the mesh mechanically.
  • Press Export.

Create a folder in Unreal:

  • Open the content drawer in Unreal Engine.
  • Right-click in the space and select New Folder. Name it Assets.

Import network:

Drag the OBJ or FBX record into the Assets folder.

In the FBX import options:

  • Open Advanced settings.
  • Turn off Remove Degenerates and test Combine Meshes.
  • Set the material import method to Do not create material.
  • Uncheck Import Textures.
  • Click the Import All button.

Drag the mesh into the scene:

  • Change it as needed.
  • Applying textures and materials

Create folders for textures and instances:

  • In the content drawer, create a Materials folder.
  • In the Materials folder, create two subfolders: Textures and Instances.

Import texture textures:

Drag the feel maps from the Substance Painter into the Textures folder.

Create and use the material:

  • Right-click on the Materials folder and add a brand-new fabric. Name it Spiderbot_Body.
  • Double-click the fabric to open the Material Graph.
  • Drag texture maps onto the fabric graph.

Connect the feeling maps:

  • The base color is on the base color.
  • Normal Map to Norma

AORM Map: Connect the pink channel to Ambient Occlusion, the blue to Metallic, and the inexperienced to Roughness.

  • Click Save to close the fabric chart.
  • Drag the fabric onto the spiderbot in the scene.
  • Roughness adjustment.
  • If the fabric is too light, it’s likely due to the sRGB placement on the AORM map.
  • Double-click the AORM map.
  • Uncheck sRGB and click Save.
  • Material error correction.

If the material does not seem to be effective:

  • Double-click the material and select the AORM map with the error.
  • Change the swatch type to linear color and keep the changes.
  • Creating separate materials for the legs

Create a separate fabric for the spider bot legs:

  • Disable sRGB on the AORM leg map.
  • Import textures into a new material graph.
  • Connect the feel maps, save the settings, and practice the fabric on the feet.
  • Simplification of material application.

To avoid reusing materials for new spider bots:

  • Double-click the spiderbot in the Assets folder.
  • In the material slots, drag the fabrics to element 0 and element 1.
  • Click Save.
  • Every new spider bot brought to the scene will automatically apply the substances.
  • Adjust the scale or rotation of the spider bot.

Download from Mixamo:

  • Choose male or female with animation.
  • Download the FBX document in position T, which can be viewed through the animation files.

Import into Unreal:

  • Create a Mixamo folder in the Content folder.
  • Drag the male or female FBX into the Mixamo folder and place it in the scene.

Import animations:

  • Create a folder called Animations in the Mixamo folder.
  • Drag the animations into the Animations folder.
  • In the mesh options, upload the character skeleton and press Import All.

Double-click any of the animations to view them. Finally, click Save All to save the new documents.

Conclusion: Make Things Come To Life

At this stage in this training tutorial, you will be rewarded with skills that come into good use. At the end of this training, you will have learned to export your textures for your Substance Painter spider bot and use them immediately in a Spider bot or any other 3D version in Unreal Engine. This tutorial has led you through some troubleshooting common assets for the final polish of your creations. From uploading Mixamo characters and organizing belongings to optimizing your workflow, you have all the tools to perfect your three-dimensional presentation skills. How about extending those superpower talents? Find out about more advanced academy programs, 3D software courses, and game development masterclasses to help you develop new techniques, build strong 3D skills, and take your craft to the next level. Do it now – join today and start at once!