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zahar0zStatistics
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#31
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This is very easy to fix. I described a similar problem in the model import guide. zahar0z
With the model selected, open the modifiers list and add the "Unwrap UVW" modifier. To quickly find this modifier in the list, you can press the "u" button after the list opens.
Now, in the modifier parameters, click the "Open UV Editor..." button. A "Edit UVWs" window will appear; you can edit the UV map of your model in it. What is this "UV map" anyway? A UV map is a specific "map" that allows your model – a 3D object – to understand how to project your texture – a 2D plane – onto itself.
In the "Edit UVWs" window, select the elements of the UV map that are "sticking out" beyond the main square. Then, move them to where they should be located. In this case, using the Orc as an example, you need to move them by "-1" along the "u" axis. This can be done manually, or simply by entering the value in the field below.
If you have done everything correctly, the UV map elements should now be inside the main field.
Here, you need to move all the UV map elements upwards. With a slight caveat. Sometimes, Substance doesn't handle "mirrored" model elements very well. That is, if two "mirrored" halves of a model (see the Orc body example in the quote above) use the same texture space (on the UV map, one half overlaps the other), then there may be (not 100% guaranteed, but possible) glitches and artifacts in Substance Painter. To solve this problem, you need to move one of the "mirrored" halves of the model to an equal distance outside the UV map. That is, as it was with the Orc in the example initially.
The solution described here is for Max; Blender definitely has similar functionality, and I don't think it will be more difficult to do there. It is very possible that Substance Painter itself can edit the UV map, but I'm not sure. You need to Google it.