Oh.. you may have to remodel it in blender or use blender like this https://www.youtube.com/watch?v=sCMLVNIeFGQ
Hi I just had an email saying I needed to improve my entry because the mesh is triangulated. When substance painter exports the mesh it triangulates it. Should I replace the obj file that substance painter exports?
Oh.. you may have to remodel it in blender or use blender like this https://www.youtube.com/watch?v=sCMLVNIeFGQ
You can also download this software https://www.youtube.com/watch?v=nSvY6xI63oI&t=184s if you have a decent pc with graphics card it will do the job for you.
I’m not a substance painter user but you can safely use your original quad based mesh if you did not edit texture cords or made changes to topology or any of that in this application.
If you did alter any of that and need that edited mesh specifically then you best use a program to edit those hard edges that where set inappropriately.
Do you have 3ds max?
If you do then you can easily import the model and set it to editable poly and hit quadrify all on the ribbon modeling tab, this will turn those inappropriately set hard edges back to its original invisible state (effectively getting back the original quad mesh).
Then simply re export to obj or FBX
That's all I can add to this conversation as a 3ds max user I'm afraid.
The terms and conditions for this challenge says- "Optional but highly preferable: texture maps exported from Substance Painter using Adobe Dimension configuration." Substance painter exports an obj and mtl along with the maps so all you have to do is open the obj in adobe dimensions. I think replacing the obj may not work but no way to test it in Adobe dimensions at the moment.
You could try point original OBJ to this new .mtl file.
Open the OBJ in notepad, you should see the 3D data in its raw format (mostly just numbers representing vertexes and faces and so on) just leave that as is.
However, on top there should be a line pointing to the .mtl file, edit that line to correspond to your new situation. Maybe your original OBJ file has no line telling about this .mtl file so you would need to add the line yourself.
It should look something like in this screenshot (https://imgur.com/1DQGmr7)
The .mtl file contains information about the location of the textures and some labels for the host program, the thing is that the OBJ needs to have that line pointing to this .mtl file so just match your file names or add the line and save the changes, make sure the OBJ and .mtl are in same folder.
Hope this works for you,
Hi figster,
we had no problem with your other submissions. Is was all nice quads. It might just be this one time that something went wrong.
Cheers!
V
Ok, so this is not working well. If I send the OBJ that Substance painter kicks out, you reject it because it is triangled, When I export an OBJ from maya and place it in the Adobe Dimensions folder, then the materials do not apply properly and you reject it. Should I skip exporting from substance painter that you said was the preferred method and just do PBR maps with a normal MTL file instead of an mdl file for Adobe Dimensions?
May we have 1 more day? Thank you.
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