SL Designers

How to texture clothing in Substance Painter for Second Life

Substance Painter paints materials, not just colours: fabric, leather and metal that react to light. Second Life can show that directly with PBR materials, and you can still export classic maps for older viewers.

What you need

Steps

  1. Export from Blender. Export the low-poly as FBX with one material per Second Life face. Material names become texture sets in Painter.
  2. Create the project. New project, choose a PBR metallic-roughness template and the OpenGL normal format, and pick 2048 as the working size.
  3. Bake mesh maps. Bake normal, ambient occlusion, curvature and the others from the high-poly. Smart materials depend on these.
  4. Paint. Build up with fill layers and masks: base fabric, then seams and stitches, then wear and dirt, kept subtle.
  5. Export for PBR. Export base colour, normal, and a combined occlusion-roughness-metallic texture (the glTF layout). Build the material in the Second Life material editor or as a glTF file.
  6. Export for Blinn-Phong. For the classic system export diffuse (with some shading baked in), normal and specular maps.

Tips

Next

Words you do not know? See the glossary. All guides: how-to guides.

This page is a written overview. In the SL Designers video courses you watch clothing being made from start to finish, and our Blender addons take over much of the technical work.