Cinema 4D to Substance Painter

In this tutorial we will see how to export a model from Cinema 4D to Substance Painter, the model will have two different materials using a single texture. So I will explain how we proceed with UV mapping and exporting in obj format. The first step is to assign to the model two materials, then select the polygons to which the first material will be assigned (1), in this case a fabric material, and save the selection, apply the material. Select the polygons to which the second material will be assigned (2), for example a wood material. In the figure, we see the model’s UV (3). In the object manager we will then have an object with two selection tags to which two different materials are applied.
C4D_to_SP_step01The second step is starting the UV mapping of the model. Select only the fabric part and hide the rest of the polygons. Select the edges that will represent our “seams”, the cuts according to which our uv will be unwrapped. In this case, as the model is a tailoring bust, we can compare the mesh to a t-shirt (or similar garment), so we can identify our cuts with the seams of a real t-shirt. As we can see from the figure, the model has a hole in the top, while at the bottom it is closed, so the first thing I do is select the edge loop as in figure (1) in order to disconnect this part from mesh, then I select the center edges of the back (2) and the edges on the shoulders (3). I save the selection of edges (4).
C4D_to_SP_step02The third step is to apply a UV projection to the model, I will apply a frontal projection. First, I select the front view, then from the UV Mapping panel, I go into projection and I choose the Frontal projection (1). I use the Relax function, which is always in the UV Mapping panel, with the ABF algorithm, checking the “Cut Selected Edges” and “Use Tag” options, loading the egdes selection previously saved in the box as shown in Figure (2) . In this way the UV will be “unstitched” and “unwrapped” using my selection of edges. Lastly, I make a realignment of the UV islands using Optimal Mapping – Realign as in Figure (3).
C4D_to_SP_step03We now work on the wood part of the model, select the bottom mesh and hide the rest. For this object we could opt for automatic UV-mapping using Optimal Mapping, or proceed with the method seen up to now. We can also divide the mesh into multiple parts and work on each part. I have decided to unwrap the UV in a single solution. Then select the edges that will be our seams as shown in Figure (1) (2) (3), save the selection.
C4D_to_SP_step04Apply the Frontal projection, having selected Front or Right view (1). Apply the Relax, choose the ABF method and check “Cut Selected Edges” and “Use Tag” boxes, then load the saved edges selection (2). Use Realign to optimize the UV islands, it is probabily we should apply it several times to get a satisfactory alignment. Proceed in the same way for the rest of the mesh to which the wood material will be applied.
6 Make visible all mesh of the object and optimize the UV islands using Realign. We can also proceed manually. Try to occupy all the space of the UV canvas. In the end our result should be as in the figure or similar. Export the model in obj format.
C4D_to_SP_step05Make visible all mesh of the object and optimize the UV islands using Realign. We can also proceed manually. Try to occupy all the space of the UV canvas. In the end our result should be as in the figure or similar. Export the model in obj format.
C4D_to_SP_step06Import the model into Substance Painter, in the New Project window select the mesh and choose a dimension for our texture. As you can see in the figure, the mesh is subdivided in two materials, in the TextureSet List window we have two objects, wood and fabric.
C4D_to_SP_step07You can now assign the two materials. Select the wood object from the TextureSet List window and drag the material you decided to use on the layer in the Layers window to create a new layer with the selected material. We can modify material parameters, such as rotation or scale. In this case, I rotated the material by 90 degrees to have vertical veins, rather than horizontal. Same procedure for assigning a fabric material to its related object.
C4D_to_SP_step08We apologize for any grammatical errors, if you wish, you can report them and help us in improving the translation.