In this video, we export the final textures from Substance Painter for the Unity URP pipeline and set them up in Maya’s viewport to validate that everything looks correct before engine import.
Exporting textures isn’t just about clicking a preset. We focus on choosing the correct export settings for Unity URP, verifying channel packing, and making sure roughness, metallic, and normal maps behave as expected.
We then bring the textures back into Maya to preview them using viewport shaders, allowing us to catch issues early — before committing to a Unity import. This validation step is commonly used in production to ensure materials behave consistently across tools.
By the end of this video, you’ll have confidence that your textures are exported correctly and ready for real-time use.
🔍 What This Video Covers
• Exporting textures from Substance Painter for Unity URP
• Understanding URP texture requirements and channels
• Verifying normal map format and orientation
• Setting up textures in Maya’s viewport
• Previewing materials to catch issues early
• Validating roughness, metallic, and color response
• Preparing assets for Unity import
🛠️ Tools Used
Substance Painter – texture export
Autodesk Maya – viewport preview & validation
Unity (URP) – target rendering pipeline
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🔜 Coming Next in the Series
• Importing the Character into Unity
• Setting Up Materials in URP
• Final In-Engine Presentation
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