![]() Chances are you’ll need additional vertices to adjust for the perfect fit. Think of it as moving part of the projection to another place, while leaving the other points alone. This will let us select one or multiple grid points and move them independently. To adjust each of the vertices (little white dots with green arrows), switch from Transform Warp into Edit Vertices mode. I’ll pull mine back so I can see the face. Use the manipulator to move the grid so that the texture appears where you’d like it to show on your object. Notice a grid with green arrows in the middle of your object, indication from where the projection happens. A plethora of options appear, most of which are explained in the fantastic Substance online documentation. You can drag a texture onto your object, or select it in the base colour channel, then switch from the default UV Projection to Warp Projection. The magic happens inside a Fill Layer, whose projection method is set to Warp Projection. Here’s how it works, while I have it fresh in my mind. Warp Projection is a little tricky to understand and get into, or at least it was for me. I’ve tried it with one of those pre-made head textures and had some good results, especially given that the 3D figure didn’t line up correctly with the image. This way we can project an image onto a 3D object and add vertices onto the projection grid, with which minute details can be lined up for a perfect fit. ![]() This week I’ve been playing with the fascinating Warp Projection tools in Substance Painter.
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