Summary: I am trying to texture a complex model with 100+ objects split among 15 UV maps in Substance Painter. How do I accomplish this without joining the objects together so that I can still rig/animate it later?
I have a model with 100+ separate objects that I wish to paint within Substance Painter, but I am having difficulty understanding how to set up this mesh the proper way so that I am able to isolate each object within Substance Painter (For example, in its own texture set), still be able to paint across multiple objects at once, and end up with 15 textures based on their assigned UV maps. Parts of the mesh will be animated, so I need to be able to hide some of the objects in Substance Painter so I can paint parts that will be visible once they move.
I have the 100+ objects spread across about 15 different UVs. On my first attempt, I assigned each object its own material within Blender so that they would have their own Texture Set in Substance Painter. This turned out to be incorrect because I cannot paint across multiple texture sets at once and I will end up with a separate set of textures for each object (100+ different textures vs the 15 I want to end up with).
How can I keep each object separate and also have it share a Texture Set with several other objects in Substance? My next idea is to create a duplicate mesh with the objects that share a UV map joined together. I can paint on this duplicate model, perhaps using a third mesh to bake an ID map in Substance. Then I will have to go back and assign the textures to the original version of this project.
Or is there another way? This seems a bit convoluted, and i wont be able to paint ‘under’ some of the objects like I would like to since they’ll be joined together,
To further explain, here is a picture showing how I wish each object to be separate, but would like to be able to paint in the inaccessible areas (such as between the fingers) in Substance Painter by hiding the other objects since they’ll be animated later. This is about 21 separate objects, but they share the same UV map and will share the same texture map as well.