In this section, we will cover how to create a new project, baking your models, adding materials and using masks to hide/show your materials.
To create a new project click on File > New.
Below is an explanation of all the parameter available in the New Project window.
01
Under Template use the dropdown menu to select a template you would like to use. Unreal Engine 4 or PBR are both good options. - If you are using Emmissive materials PBR - Metallic Roughness Alpha-blend is the better option here.
In the Document Resolution, select the drop-down menu to change the texture resolution.
Document resolution refers to the texture resolution at which you are currently working in Substance Painter. It affects how sharp and detailed your textures appear while editing but does not determine the final export resolution. The higher you set this, he more detailed and sharper your textures look, however, this will be more costly on your pc's performance.
Select File: This will open up your folder where you can select the model you will be texturing.
There are other options to choose from here but will most likely not need changing.
Normal Map Format: Defines the Normal map format for the project, can be either
DirectX (X+, Y-, Z+) (Unreal Engine default)
OpenGL (X+, Y+, Z+)
Preserve UV Tile layout per materials and enable painting across tiles: UV Tiles (UDIMs) are imported and grouped per material assignation on the mesh. This means a single Texture Set can contain multiple UV Tiles which are visible side by side in the 2D View. UV Tiles which are within the same Texture Set can be painted across seamlessly.
Auto - unwrap: If enabled, missing UVs on the imported mesh will be generated. The processing may change depending on the settings selected via the Options button.