For those seeing this in 2023+
Substance painter has made their own setting, just click where you can change your format, and search for roblox SurfaceAppearance.
Make sure you take SurfaceAppearance as the other one is for MTL and not for Models textures.
Also, if you’re having the same issue as me, with having super low quality textures, the OP has used 8 different texture maps, making her UVs higher > Higher UVs the higher pixel count.
This gives OPs textures from 1k texture to a higher res such as 2k or 4k. This is a huge bummer specially for me as I have to make a tablet with text with only 1 texture ;(
Eitherway, hope this can help someone in the future.
I believe this template is only for 3D Designer, which is used to make tileable textures from scratch.
See the documentation here: Roblox | Ecosystem and Plug-ins
Correct me if I’m missing something, but there is no template for Painter, and the file they provide leads to a 404 page. I believe this partnership fell through, and there isn’t any built-in template that works.
Edit: this template is available on recent versions of Substance products, like Painter and Designer. I’ve adjusted the tutorial to reflect this!
Hi everybody! I’ve redone a decent chunk of the tutorial to keep it up to date for 2023. Primarily, using the AO bake as part of the texture has been removed. Using the AO instead of Opacity in the export limits what you can do visually and makes it a little bit confusing. If you’d like to include a dark occlusion effect similar to AO in Substance, use a mask that reads the AO bake and applies a dark color. You’d ideally put this above all your other layers. This will bake it in with the other colors and still leave your opacity mask open for later use for transparency or color adjustment in Studio.
So, OP made the model into several pieces of materials, usually in games you wanna have 1 texture for at least 2 models if they’re not hero props (This is like furniture, boxes, or random props in the scene)
While in hero props you would give it full attention, tho due to roblox limiting us all with a 1k texture. We need improvise, what we can do is split the models textures into maybe 5 PNGs and have something much higher res.
I’ve rewritten the tutorial to incorporate .fbx files in the process. This replaces the need to manually import each texture map. As a result, Blender is now included in this pipeline. The old method has been retained if anybody would like to know how we pioneers did things in the olden days.