Summary
In this chapter, we have gone through many important concepts and steps. First, we learned the concept of texel density, which allowed us to create high-quality texture maps; without proper texel density, even your 8K texture maps will look blurry. Second, we learned how to divide a multi-part 3D mesh into different texture sets.
Without texture sets, your multi-part 3D mesh will appear as a 3D model that has instances instead of independent parts, which makes make it impossible to paint over any 3D model. Lastly, we learned how to divide a single 3D mesh into different ID maps, which will make it easier for us to apply different assets and paint to that 3D model. We have also learned that ID maps on a 3D mesh can be easily created using vertex colors in any 3D application and then imported into Adobe Substance 3D Painter.
In the next chapter, we will go through the Assets panel, which contains all the important resources that are essential to creating textures. We will...