
So you will have textures for the object and textures for the glass surface. When you export, multiple Texture Set Lists become additional textures that are exported. To export textures to use for UE5 go to File > Export Textures. You can continue to Add Fill Layers or additional Generators to the single Fill Layer.
Add Dirt Generator to the Black Mask and adjust Generator settings. Add Black Mask to the Fill Layer (if you don't add Black Mask then you won't be able to adjust the Color, Fill Layer will become the Mask). If you want to add scratches or dirt to existing Smart Material and changing how the defaul looks. You will now have Opacity Control within one of the layers in Glass Material: Go to Texture Set Settings and add Opacity Channel: Go to Shader Settings and change from pbr-metal-rough to pbr-metal-rough-with-alpha-blending: I recommend using either Glass Visor or Glass Film Dirty Mirror: 3 Materials will be available:ĭrag and Drop any of them to the glass surface. Go to Smart Materials and search for Glass. You can also rename in Substance Painter by double-clicking on the Texture Set List names. If you were to rename the Materials in Maya, upon import, the names would match. One for the object itself (Lambert1) and the other for the Glass (Lambert11). These are the Materials assigned on the mesh in Maya. This translates to multiple Texture Set Lists in Substance Painter and multiple Material Slots in UE5:Įxport as FBX by going to File > Export Selection, with the following settings:Īfter creating a project and choosing the exported FBX mesh, you will have mulitple Texture Set Lists. In Attribute Editor, you will see separate tabs for the Materials assigned onto your object. Right-Click hold and Assign New Material. Select the faces where you want the glass to appear. To assign additional material to objects in Maya: Upon import into Substance Painter, you will have additional Texture Set Lists for different materials applied on the mesh. Makes it easier to create a glass Material in Unreal Engine the object in UE5 will have separate Material slots (one for the object itself, the other for the glass surface). Not worry about overlapping UVs if the object is combined.
Allow you to drag a Material or Smart Material in Substance Painter right onto that geometry.
Having a separate material assigned to the glass will do the following: Inside your 3d modeling package (in my case Maya), assign separate material to the faces of your geometry where you want the glass to appear.