
1. Unwrapping UVs
Step 1
Continuing on from the last tutorial, I've already combined the geometry part by part for easier organisation.
Select the front wood plank, go to Windows > Modeling Editors > UV Editor.

Step 2
Click
on Planar under Create tab.

Step 3
Select
the edges that you want to cut, go to Cut and Sew tab, and click on Cut.

Step 4
Select
all UVs from UV Editor, click on Unfold under Unfold tab.

Step 5
Click
on Orient Shells under Arrange and Layout tab to straighten the UVs.

Step 6
Select
another geometry, click planar again.

Step 7
Cut
the edges and unfold.

Step 8
Unwrap
all the similar wood plank.

Step 9
Select
all the unwrapped UVs, go to Transform tab, click on Get, click on Set to resize the UVs according to geometry size.

Step 10
Rotate
the UV shells vertically following the wood grain pattern so that we can save
some time on texturing afterwards, but most important is to fill up the UV space.

Step 11
Arrange
the UVs into UV space one. Try not to scale the UV shell one by one as the UV
size of them will be different.

Step 12
Repeat
steps for the wheels too. Arrange them into the UV space too.

Step 13
Arrange
the UVs by parts or by materials is easier for texturing. I'll be using
UDIM mapping afterwards.

Step 14
For the roof tiles, Delete the unwanted faces > Planar > Unfold, arrange by using Layout under Arrange and Layout tab.

Step 15
I've used five UV space for all geometries. For window glasses, you don’t need a UV
as you won’t be doing textures on it, only materials are needed.

2. Texturing in Substance Painter
Step 1
Before you move to Substance Painter, you have to export the geometry as obj.
Group all
the geometries except for glass geometry by pressing Ctrl-G.

Step 2
Duplicate
the group, rename all the geometries to _low. Remember each geometry name can
only contain one _
, because Substance Painter can only read one _
.

Step 3
Duplicate
again the cart_low group. Select all geometries in the cart_low group, go to Modify > Search and Replace Names.

Step 4
Choose Selected, then type low in search for and high in Replace with to
replace the names.

Step 5
Select
all the geometries in _high group > Mesh > Smooth.

Step 6
Select the group cart_low > go to File > Export Selection > Export as obj file. Repeat this step for cart_high group, as well.

Step 7
Open
Substance Painter, select the exported low poly obj and tick UDIM tile. Change
the setting like the following image then press OK. The resolution can be changed anytime.

Step 8
In the texture list, it should have five UV textures, if it doesn’t, check back the UVs in Maya whether the UV shells are in the UV space or not.
Always remember
not to overwrite the UV space for the UV shells as it will cause error in
Substance Painter.

Step 9
Change
the 3D view to Orthographic view.

Step 10
Go
to Texture Set Settings, click on Bake Mesh Maps.

Step 11
Change the output size to 2048, click on the icon and select the exported high poly obj, set Match to By Mesh Name, then click on Bake all texture sets.

Step 12
You can hide the Texture Set 1002-1005 for easier to check your object in the current texture set.
These are the geometries in my 1001 texture set.

Step 13
Go to Materials, drag Wood american cherry material into LAYERS.
I'll start
texturing the wood plank on the wall first.

Step 14
At
the Properties tab, change the wood color and increase the wood roughness.

Step 15
Drag Wood Rough material into Layers under the Wood American cherry layer.

Step 16
Turn off everything except Height. Increase the Height Range for more obvious wood textures.

Step 17
Duplicate
the Wood American cherry layer, rename it to Yellow, change the wood color to
a yellowish color.

Step 18
Add
a black mask to Yellow layer.

Step 19
Go
to brushes shelf, select Bark brush and paint on the geometry to create some
differences in color.

Step 20
Duplicate another Wood American cherry layer and change the color to a darker brown.
Rename this layer to Dark.

Step 21
Add
a black mask for Dark layer, right click on the mask and select Add
generator.

Step 22
Click
on generator and select Mask Builder–Legacy.

Step 23
Now it will have a darker colour at the edges.

Step 24
Notice
that the wood grain direction is not correct for some wood plank because of the
UV’s direction, so, select all the layers then press Ctrl-G to group them
all.

Step 25
Add
a black mask for the Folder 1. Press 4 for Polygon Fill, then select the last
icon to fill UV shells.

Step 26
Fill
the colour for horizontal UVs, you can either drag on the 2D or 3D view to fill
the colour.

Step 27
Duplicate the Folder 1 and add black mask again. Change the
rotation to 90º for all the layers in duplicated Folder 1.

Step 28
Select the black mask, press 4, fill the color for vertical
UVs. Repaint the yellow layer for other wood plank.

Step 29
Duplicate again the Folder 2 for roof’s wood plank. Delete
yellow layer, change the color of Wood American Cherry layer.

Step 30
Add black mask for this folder, then press 4 and fill the UVs of the roof’s wood plank.

Step 31
Since the geometry look a bit dull, I'll change the colour of the front to a lighter colour to create contrast.
Duplicate Folder 1, add a black mask. Change the color of Wood american
cherry layer to a yellowish color. Then press 4 to fill the front part UVs.

Conclusion
In the next part of the tutorial series, I'll continue texturing in Substance Painter.
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