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
- Substance Painter
- An unwrapped low-poly garment (FBX or OBJ), ideally with its high-poly version
- Blender or the Second Life viewer to assemble the material
Steps
- Export from Blender. Export the low-poly as FBX with one material per Second Life face. Material names become texture sets in Painter.
- Create the project. New project, choose a PBR metallic-roughness template and the OpenGL normal format, and pick 2048 as the working size.
- Bake mesh maps. Bake normal, ambient occlusion, curvature and the others from the high-poly. Smart materials depend on these.
- Paint. Build up with fill layers and masks: base fabric, then seams and stitches, then wear and dirt, kept subtle.
- 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.
- Export for Blinn-Phong. For the classic system export diffuse (with some shading baked in), normal and specular maps.
Tips
- 1024 is enough for most clothing; use 2048 only where it shows.
- Look at the result under Second Life's own light, at midday and at night, before selling.
- Keep the Painter file: recolours are a matter of changing one fill layer.
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.