A simple workflow for baking a High Poly model onto a Low Poly asset and using a custom ID Map created in Blender.
In Blender, prepare two versions of your model:
Make sure both models have the same position, rotation and scale.
The Low Poly model must have its UVs unwrapped.
If you followed my previous tutorial, you should already have your ID Map created in Blender.
For this workflow, export it as a PNG, for example:
Model_ID.png
Keep this file ready. We will import it into Substance 3D Painter after baking the Mesh Maps.
Tip: Make sure the ID Map uses clearly separated colors for each material group.
Export the High Poly and Low Poly separately:
Model_HIGH.fbx
Model_LOW.fbx
Keep both models aligned exactly.
Open Substance 3D Painter and create a new project using:
Model_LOW.fbx
For a 2K workflow, set the texture resolution to:
4096 Γ 4096
Then go to:
Texture Set Settings β Bake Mesh Maps
Under High Definition Meshes, load:
Model_HIGH.fbx
Select the Mesh Maps you need, such as:
Set the bake resolution to 4096 and click:
Bake Selected Textures
Do not bake the ID Map.
We already created it in Blender and will import it separately.
After the bake is finished:
File β Import Resources
Import:
Model_ID.png
Then go to:
Texture Set Settings β Mesh Maps β ID
Assign your imported ID Map.
Your Mesh Maps should now look like:
Normal β Baked Ambient Occlusion β Baked Curvature β Baked World Space Normal β Baked Position β Baked ID β Model_ID.png
Create a Fill Layer and add a Black Mask.
Right-click the mask and choose:
Add Color Selection
Click one of the colors from your ID Map.
For example:
Red β Body
Substance Painter will automatically select every part using that ID.
You can now quickly create separate materials for the body, glass, tires, wheels, interior, carbon fiber, and other parts.
Once your materials are finished, go to:
File β Export Textures
Depending on your workflow, you can export:
High Poly β Low Poly β UVs β ID Map β Bake β Import ID β Color Selection β Materials β Export
This workflow is ideal for vehicles, hard-surface assets and game-ready models.
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