Applying Textures to a .abc

Hi

I’ve recently been trying out Clo3D. I made a garment which consisted of a top and trousers and exported the .obj model and .abc animation.

I then bought this into Substance Painter. I applied some materials and thought I was on my way to bringing this into KS to make the scene and animation.

In Keyshot the .obj and .abc is one single mesh. I can only seem to apply one material to both garments (which is meant to consist of a few different materials). Even when exporting my materials from substance painter and applying I can only seem to do one material. I have also tried exporting the materials and importing them using the Material Importer tool with the .sp file. However, the .sp file doesn’t work at all and applied just the original play grey import material to the whole mesh.

How can I apply materials to the different sections of my garments, or what options should I be using to export to avoid this issue?

I am using UV mapping when trying to apply materials.

I think it’s because you used the UV Tile workflow in Substance Painter, I’m not sure if KeyShot supports that yet. Basically you have multiple UV’s to one object which makes it for example easy to use larger textures or multiple materials at one object.

At your second to last screenshot you see next at the right your actual texture layout at 1002 while KeyShot is using the UV map from 1001 where you see that small grab things.

To prevent that from happening you should keep the ‘Use UV Tile workflow’ disabled when creating a new project in Substance Painter. You can’t change it afterwards so basically you start from scratch but you simply load the textures you already exported as layer fills so no need to do all the texturing from scratch as well.

It’s not real clear from the images but I expect Substance Painter did saw different materials with the imported OBJ? If you have multiple folders within Textures.sp it does. If Substance Painter does only see one material KeyShot won’t see two, you can keep the parts separated on import but that wouldn’t really change the way it acts.

The .abc Alembic-file contains all, the animation, the geometry, materials, cameras etc. So in KS you only import the .abc and that should give you a 3D model including the animation if I’m right. So no need to also load the obj file. Just be sure you select ‘entire animation’ on import.

I really think it has to do with the UV Tile Workflow you picked if Substance Painter does see more than one material in your scene. I can always take a look at your scene while doing some test renders in the Beta, plenty of time to kill, so feel free to upload it at wetransfer.com or so.

Hello Oscar

Thanks so much for replying, I’ve been hitting my head against a wall in this for 3 days now, and what started as a fun project has gone the other way!

I’ll try out what you have suggested and reply below about how it goes.

Again thanks again for the help.

So when turning off the UV tile workflow, I’m getting the UV going a bit wrong:

Also, this is where Substance/Clod3D is new for me and I’m not sure if it is possible to now separate the two materials within Substance 3D or separate them purely for appearance so I get that one diffuse/normal etc texture at the end.

I have the link to the OBJ here (the .abc was over the 2gb limit):

I even tried using the maps created in Clo3D and making my own opacity maps that way but the trousers are still playing up:

On the opacity maps, I made there seem to be issues, a) that it is trying to apply the UV map to the whole mesh so that is why the trousers have the pattern going on to them and b) that the material doesn’t show anyway… I added a red plastic to check.:

Opacity Map:

Label still not visible:

Are you able to send the Clo3D file itself? I don’t have it currently installed but can do so, not sure how big those files are though.

What I’ve done now is using MODO to turn it into 2 different meshes and 2 different materials. The .obj you can get here: https://we.tl/t-8g0VfUWZm4

But it won’t really help you, it’s just to show how it now has two separate UV’s you can both use in Substance and in KeyShot.

So I wanted to check if there’s an option that Clo3D doesn’t uses the tiled UV’s or you basically just split it more clear in two different materials in Clo3D and it just uses one separate for every material. In the manual I saw alembic export has the option Combined UV Coordinates which sounds a bit what you need.

You could try it and export Alembic from Clo3D and just import it in KeyShot. And just load a texture map check like the one here on the material (guess it will be one material still). This one will do: 16x16-in-1024x1024.png (1024×1024) (raw.githubusercontent.com)

This way you see if at least the UV is correct on the entire outfit. If that works you could just go ahead with Substance again but if you like high detailed textures it’s better to have more UV-space for the texture, so top/trouser as different materials like the obj I edited.

If for now static is enough you should be able to use some of the earlier exports on the obj I created. I only moved them one UV spot to the left so all items are still at the same location as the bitmaps you showed in your openings post.

Let me know if something is unclear, English is not exactly my main language. And else I can install Clo3D (not sure what version you have) and try if I see the actual option you need for this work flow.

Hi @oscar.rottink

You were right! I needed to bake in the texture in Clo3D:

Then I had to paint the Single Map in Substance painter for which I used this tutorial:

I really appreciate the help you’ve offered on this, when I’ve got a final render I’ll post it here so you can see what it was I was trying to achieve.

I can’t really apply any Keyshot materials other than labels, but for now this is good for me.

Cool! I know the feeling about getting quite frustrated if things don’t work. I’d like to puzzle a bit but shouldn’t take days.

I’m curious about the final result, I tried Clo3D once I needed some kind of bag as packaging for a mouse I had designed but I didn’t get as far as you got yet with Clo3D, fun program though but I don’t know much about stiches and sweing patterns.

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Hey @oscar.rottink this was the tender result. I wanted to play with video labels set to if on a .abc animation, so this was the attempt i made at trying it out!

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Really cool! Never played with video as label yet but this is a cool effect especially since it’s also on the sweater, makes is quite futuristic!

Thanks, I was imaging a piece that is a normal graphic top, but if you held your phone up it would show the drip effect in AR