Vitus
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I am still figuring out a good workflow for Blender and hope you guys have some ideas. The tools I currently use are Blender 2.82, Photoshop and Substance Painter (OMG, Substance Painter!!).
Ideally, my workflow would be something like this:
1. Creating all the geometry in Blender
2. Create the UV maps in Blender
3. Import the fbx of the model to Substance Painter
4. Do Substance Painter Magic and generate the texture files
5. Modify the textures for use with P3D/FSX
6. Import the FBX with the new textures to Blender
7. Export.
However more often than not I find myself in conflict between steps 1 and 2, specifically with repetitive objects like screws, nuts bolts, but also cylinders of an engine, seats in the aircraft etc. I would like to have the same UV coordinates for all objects with the same geometry. But so far the only way I can do that is by modeling one part, then UV map that one part and then copy it. So, I'd like to ask the pro here how you solve this problem? Also, more in general, is my workflow practical or am I missing something?
Ideally, my workflow would be something like this:
1. Creating all the geometry in Blender
2. Create the UV maps in Blender
3. Import the fbx of the model to Substance Painter
4. Do Substance Painter Magic and generate the texture files
5. Modify the textures for use with P3D/FSX
6. Import the FBX with the new textures to Blender
7. Export.
However more often than not I find myself in conflict between steps 1 and 2, specifically with repetitive objects like screws, nuts bolts, but also cylinders of an engine, seats in the aircraft etc. I would like to have the same UV coordinates for all objects with the same geometry. But so far the only way I can do that is by modeling one part, then UV map that one part and then copy it. So, I'd like to ask the pro here how you solve this problem? Also, more in general, is my workflow practical or am I missing something?



