Single Texture Set for Multiple Materials on a Low-Poly Mesh
This workflow allows you to create multiple material looks on a low-polygon asset while exporting one consolidated texture set from Substance Painter. It is useful for optimising texture usage and simplifying shader setup in Maya.
Workflow Overview
1. Prepare the Low-Poly Mesh
Combine all low-polygon mesh parts into a single object.
Create a single UV layout that includes all components.
Auto-UVs are acceptable if the asset is being textured in Substance Painter or Procreate.
Ensure UVs are non-overlapping and correctly scaled.
2. Duplicate for Baking
Duplicate the combined low-poly mesh.
Assign a single material to this duplicate.
This version will be used only for baking and texturing in Substance Painter.
3. Preserve the Original Mesh
Uncombine the original low-poly mesh.
Rename each mesh part clearly (e.g. body, eyes, boots).
Keep this version safe for the final texturing assignment and rendering in Maya (hero object).
4. Export to Substance Painter
Export both high-poly and low-poly meshes as FBX files.
Import them into Substance Painter using a single texture set. PBR metalness roughness map at 4K. Bake mesh maps as normal at 4k.
5. Create Material Variations Using Masks
For each material:
Create a new folder, name it the material (e.g., head), then add a black mask to that material layer.
Add a White Mask using Mesh Fill.
Set the Mesh Fill value to 1 (white).
Assign the mask only to the mesh parts that should receive that material.
Repeat this process for each mesh/material.
6. Export Textures
Once all materials are finalised:
Export textures as one texture set (e.g. Base Colour, Roughness, Normal, Metallic).
This single texture set will drive all materials on the asset.
7. Shader Setup in Maya
In Hypershade, create a single Standard Surface shader.
Connect the exported texture maps to the appropriate inputs.
Duplicate the shader network as needed.
Assign each duplicated shader to the corresponding mesh parts preserved earlier using the render node of the matrial all ready assigned to "hero object".
Pros
Uses one texture set, reducing setup time in the hypershader and reducing the amount of maps, creating faster shader assignment and easier iteration.
Optimised texture memory usage (e.g. one 4K set instead of multiple).
Suitable for real-time and lightweight rendering pipelines.

Cons
Lower pixel density, as one texture set covers the entire asset.
All material regions must be separated into individual mesh parts.
Less suitable for assets requiring high-detail close-ups.
Recommendations
For higher-resolution assets, consider:
Multiple UV sets, or UDIM workflows, for increased texture density.

This method is best suited for:
Stylised characters, white different materials and objects 
Mobile or real-time assets
Projects prioritising performance and simplicity
Base Colour,  Normal, Roughness Maps
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