The two software using different texture tiling method. But of course you can get identical results.
You need this when you want to paint/generate only the masks in Painter and using its viewport as a preview for the actual shader network in Maya.
- Set the tiling (UV Scale) as you feel right in Substance Painter (use odd or even numbers).
- If you have an odd number in Painter you don’t have to do anything special. Set the same number in Maya (repeat U, repeat V).
- If you have an even number in Painter you have to change the U and V offset value to 0.5 in Maya.
- That’s all. 🙂
You can do this the other way as well but it’s not as precise and really inconvenient:
- Again in case of an odd number you just have to use the same number.
- In case of an even number:
Set the same (which you used in Maya) repeat in Painter.
Than you need to correct the UV Offset in Painter to get identical (almost – because in Painter you have only four decimal precision) results.
OP = 1/(2*RM)
OP: UV Offset in Painter, RM: Repeat U and V in Maya