A PSD file with all the maps combined as layers is created and saved as the work file.
Once the textures are ready they are exported from Substance Painter into 2D image files.
Texturing is done by using many materials, masks and generators etc.
Using the baked maps like the normal map and the ambient occlusion maps for example the texturing can be started.
This way you get the details of the dense high poly mesh in a much more optimized form that can be used in real time in the game.
The info of the high poly mesh is baked into 2D texture maps that can be used on the low poly mesh.
6.2 Channel packing by hand in Photoshop.
5.3 Adding a custom shelf in Substance Painter.
4.2.1 Baking an alpha map in XNormal and adding it in Painter.
3 Starting a New Project on Substance Painter.
2 Exporting from Modo to Substance Painter.
So far tested only on Marmoset Toolbag 3.08, but it should work with previous versions as well.
Included a small readme.txt to assist with plugin installation.
Fixed a bug on macOS that would prevent textures from being applied to the material.
This is more of a design choice but it could be addressed in the future, based on user feedback.
Currently doesn't support secondary shaders like Subsurface Scattering, Anisotropy, or Parallax.
Extras including Normal Flip Y, Duplicate Match behaviour, and more.
Manual Mode using Material Groups that allows for control over single materials.
Single Map View mode that previews individual textures and displays missing ones.
Flexible name matching to widen filename compatibility.
Automatic texture assignment reading from a single folder.
It automatically assigns the provided textures to the respective materials and provides some extra tools like Single Map View mode, useful for debugging and error checking. AutoMAT is a plugin for Marmoset Toolbag 3 designed for quick material setup inside a scene.