So far, i have not found a way to prepare a mesh for substance that is in need of multiple textures caused by texel density. Think of a character that has the head, body and leg parts joined to be a single mesh, while each body part has it’s own uv. Exporting this to substance would create 3 texture sets, but you want to have the body into one 2k map and the head and legs also into one 2k map.
For objects where my texel density require only one texture, everything is fine and i use the bake by mesh name or by material id inside substance.
For now, i have a mesh out of 8 pieces, each with a own uv, joined into one object. A simple unwrap along with packing will distribute all object islands into one texture. To keep a proper texel density of 2048 px/m, i require 3 2k maps where the 8 object uv’s are distributed over.
I prepared a little example to show the stage im struggling with. It consist of 4 objects, quickly unwrapped and then joined. Now i need the big cube as a single texture while the other 3 floaters can share a single one. (The Colors are just materials as preparation for the ID mask.)
Preview of the Blend file:
Blend file: demo.blend (100.1 KB)
I can’t get my head around this and watched hours of tutorials just to see how it does not work. So any help is welcome.