[flow_default] Transcription: 01-Splitting The Substance Painter File.json
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transcriptions/01-Splitting The Substance Painter File.json
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"audio_file": "01-Splitting The Substance Painter File.wav",
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"text": "Hello and welcome to chapter one of the second part of texturing. So to start with the first thing I'm going to show you is how you can split up your file into multiple parts so that it's a little bit lighter and that it can run faster so you can work faster. Because if you have a very big slow file, you're going to be waiting for every single update for like 30 seconds and that really, really slows down the way you work now there's no sort of Built-in way to split up your file. So this is a little bit of a workaround actually What I will say is before you do anything make sure you have a backup because At least in my case I've had this happen once before it's very easy to save over the wrong file or and lose your previous work that way. So make sure you have a backup so you don't accidentally save up, save over an old file or something like that when you're doing this. Because the way I'm going to be doing this is basically I'm going to be exporting two meshes out from Blender or youender or wherever. But basically, I'm going to split this model into two halves. And then in the project configuration, I'm going to select a new mesh. And yeah, basically, I'm going to make two copies of this file. And one of these files that I'm going to select for the mesh is going to be one half of the model and the other will be the other half. So I'm going to go ahead and split this model up now. So I have the mesh I used for texturing. It's important to use the same one that you used for texturing. If you'll remember, I exported out a separate mesh for texturing. So from the one that I'm using to pose, because the one that I'm posing has a lot of blend shapes and all that sort of stuff on it. So make sure you've definitely got the same mesh, because if it's a different one, the strokes you've placed on your existing texturing can get messed up. So I'm going to select a few material groups now. So I think I'm going to put the cloth and the accessories in one group and then I'll put the mechanical arm and the head in another. So you can select your material IDs here and I can just detach every single one here. So detach and then I'll go for the next one and detach. I'll keep this one attached. Okay, here's the body and if you untick clear selection, I can go down and select the first one as well and Detach both of these at once and Now I can go ahead and export this I'm gonna call this accessories and body split and export it Make sure not to triangulate or anything and Then I will do another split for the rest of the parts so I'll export these as well And I'll call this head and arms split. Now I'll go back to Substance Painter. Like I said, make sure you've saved, make sure you've made a backup of this before you start. So I'm going to go over to Edit, Project Configuration and under File, Select, I'm going to select my mesh. So I'm going to grab the accessories and body split and hit OK. And you're going to have to wait a few minutes for this to get redone and it will recalculate all of the channels. And after it does that, you want to take a really good look and make sure that all of the brush strokes are still there, you know, maybe even bring up a screenshot so you can compare and make sure that nothing has changed. Because if there is a slight change in the mesh, it can really mess up all of the textures, all of your brush strokes that you've placed, all of the masks that you've painted, it can get moved slightly or offset or something like that. So yeah, it's super important to make sure that nothing has changed after you've done this. So take a good hard look at it. Like I said, this is a bit of a workaround, so it's not an ideal thing. I would try to avoid having to split up your file if you can. But sometimes it's something you can't predict and it happens, right? The texturing, texturing, texturing, and you realize that this file is way too slow to work with. And that's when you have to split it up into different parts. So let me take a good look at this. So the logo still seems to be there, all of the text. That's easy places where you can tell something's going wrong. Things that you've painted on will be moved off to the side or be completely incoherent. I am a little bit worried about this little triangle. It looks like there's a little bit of a mask that's gone missing there. So that's something to sort of look into and worry about. But check everything else. I think in this case I will go with that and hopefully it'll be fine and no more other issues pop up. The rest of this thing seems to be fine, right? And you can see this file is a little bit faster than it was before. You know, and if it's still slow, then you just split things up individually by a single material, right? Another thing you can do to make your files a little bit faster is there is an option to clean out unused files. If you remove unused resources that sometimes will help speed things up a little bit, but it will also get rid of any textures that you've imported into the project that aren't being used. So, you know, sometimes it's not useful if you have something that's already imported, but you haven't used it yet, but you do plan on using it. Okay, so now that I've sort of gotten rid of half of this mesh, what I can do is go to File and save this as a new file. So Save As, and I'm just going to put this in a new folder. So there's none of that other stuff in the way. And I'm going to call this body and arms. And I'm going to save this one as that. And then I'm going to open up my previous file and then do the same with the remaining meshes. And that way my file will be split into two halves. So I've opened up the previous file, what I'll do is the same thing I did before, so project configuration and I'll select my file and this time I'll pick head and arms and hit OK and wait for all the channels to recompute so I can check that everything is good. So you can see that obviously something hasn't quite worked out and one of my materials is gone. This is why I said it's super important to make backups because sometimes things do go wrong. I think what may have happened this time is maybe I have a material that's named wrong or something like that. So I need to make sure that in 3ds Max that material is also called hard surface. Let me go check So it is in fact called hard surface you can see here, but if you look closely you can see this is an underscore and in substance painter I have Not sure what it's called. You know a minus sign. It's not an underscore So you need to make sure that these are named exactly the same. So let me fix that and re-export this. And hopefully this time it'll work. So you can't undo swapping out the mesh. What you need to do if it goes wrong is reopen up the file over again. So make sure you don't save when it goes wrong or anything like that. Okay, so back to project configuration and selecting my new mesh. And let me see if it works this time. And there you go. Looks like it worked this time. So I can go ahead and export this. Not the textures, not export, I mean save as. And put it in here. And yeah, that's how you split up your files. Like I said, be careful. Make sure you don't save over an old copy. Keep the old version with all the stuff lumped in together as a backup and really pay attention and make sure that things are imported correctly and that none of your brushstrokes or masks have gotten messed up. So I'm going to keep this chapter short and this is the only thing I'm going to cover in this chapter just because it's like a separate little hint in case you have this issue. And if you don't have this issue, if everything is, your file is running really fast on your computer, then you don't need to do this and you can skip it entirely. This is only if you feel like your file is really chugging along and it's slowing down your workflow. So thanks for watching and I'll see you in the next chapter.",
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"language": "en",
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"confidence": null,
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"duration": 659.03
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}
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