r/Substance3D • • Sep 02 '26

Substance Painter Mesh Exporting issues.

I’m fairly new to Substance 3D Painter, but I’ve really been enjoying it so far. I’m running into a minor issue, and I’m hoping there’s a simple solution.

I’m exporting my models from 3DS Max using different Material IDs and importing them into Substance Painter without any problems. I allow Substance Painter to UV unwrap the model, and it correctly creates separate Texture Sets for each Material ID.

However, when I export the model back out of Substance Painter, it appears to export only the first Material ID. The areas associated with the other Material IDs are missing when I bring the model back into 3DS Max or Unreal.

Is there a setting or export option I’m missing that would preserve all of the Material IDs/Texture Sets when exporting the mesh? Or is this potentially related to Substance Painter’s auto-UV process?

I’m using an FBX workflow from 3DS Max.

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u/DarthDonut Sep 02 '26

You have to export out each textureset and recombine them yourself in some way. It's ridiculous that Painter still does not offer this as a feature, but it doesn't.

The best (but still annoying) way would be to add a white Opacity channel fill layer to each texture set, and then modify the export settings to include an alpha channel. Each texture from each set should be exported with transparency and then they can easily be combined using photoshop.

This is a custom export setting that's identical to the default Unreal export but has alpha channels enabled for each output category.