The transition from 2D texturing software

With the adoption of Substance Painter, we had to change our workflow. The first change was to unwrap each mesh in 0-1 UV space. Before Substance, we mixed overlapping and non-overlapping UVs (using multiple UV channels) and often used the standard auto-unwrapping methods provided in 3ds Max. Now we unwrap everything manually, which takes more time, but gives benefits at later stages - during texturing, and when converting models for different engines. The other thing was to get consistent texel density - we don't tile textures the way we used to, and using 4-8k textures for each mesh also didn't seem a good idea.



From Substance to 3ds Max and V-Ray

One of our latest and best-selling collections is Archinteriors vol. 48. It consists of ten interior scenes made with the PBR workflow. They were textured entirely in Substance Painter, which helped us to deliver quality output for V-Ray materials.