# Creating Texture Masks in Substance Painter

1. ****Import and Setup****  
    <span style="white-space: pre-wrap;">In Substance Painter, go to </span>**New**<span style="white-space: pre-wrap;"> → </span>**PBR - Metallic Roughness Alpha-blend**<span style="white-space: pre-wrap;"> model → select your FBX → set resolution to 4096.</span>  
    <span style="white-space: pre-wrap;">(you can use the export preference from bohemia: </span>[**https://github.com/BohemiaInteractive/Arma-Reforger-Misc/tree/main/Art/Substance%20Export%20Profiles**](https://github.com/BohemiaInteractive/Arma-Reforger-Misc/tree/main/Art/Substance%20Export%20Profiles)<span style="white-space: pre-wrap;">) OR you can use my preset export </span><u><span style="color: rgb(206, 212, 217);">https://drive.google.com/file/d/1f9OWzuCv8zRdU5heMJhle\_m5PEqSlm6z/view?usp=drive\_link</span></u>
2. <span style="color: rgb(126, 140, 141);">Put the export preset on Documents\\Adobe\\Adobe Substance 3D Painter\\assets\\export-presets</span>  
      
    [![image.png](https://wiki.nabla.sh/uploads/images/gallery/2024-11/scaled-1680-/gDJimage.png)](https://wiki.nabla.sh/uploads/images/gallery/2024-11/gDJimage.png)  
    You’ll see two views: the 3D view on the left and the 2D view on the right. At the top right, you’ll find your two materials.

Before starting, set up the Substance project:

1. <span style="white-space: pre-wrap;">Select a material → </span>**Texture Set Settings**<span style="white-space: pre-wrap;"> → </span>**Bake Mesh Maps**.
2. Set the resolution to 4096.
3. <span style="white-space: pre-wrap;">Check </span>**Use Low Poly Mesh**.
4. <span style="white-space: pre-wrap;">Set </span>**Antialiasing**<span style="white-space: pre-wrap;"> to x4.</span>
5. <span style="white-space: pre-wrap;">Choose </span>**Match by Mesh Name**.
6. Bake the selected textures.

Repeat these steps for each material.

1. ****Add User Channels****: Add channels for user0, user1, user2, user3, and user4.
2. ****Delete Default Layer****<span style="white-space: pre-wrap;">: In the </span>**Layers**<span style="white-space: pre-wrap;"> panel, delete the default layer.</span>
3. ****Create Folders****:
    - <span style="white-space: pre-wrap;">Create a folder named </span>**Mask**<span style="white-space: pre-wrap;"> and add three fill layers. Assign each a black mask and rename them R, G, and B.</span>
    - <span style="white-space: pre-wrap;">Create another folder named </span>**VFX**<span style="white-space: pre-wrap;"> and add two fill layers with black masks, renaming them Rvfx and Gvfx.</span>
4. ****Set User Properties****:
    - <span style="white-space: pre-wrap;">For each layer, go to </span>**Properties - Fill**<span style="white-space: pre-wrap;"> and deselect unused user channels.</span>
    - Assign channels: R=user0, G=user1, B=user2, Rvfx=user3, Gvfx=user4.
5. ****Create Two Empty Layers****: Place them below the existing fill layers.
    - <span style="white-space: pre-wrap;">For the </span>**export mask**, set user0, user1, and user2.
    - <span style="white-space: pre-wrap;">For the </span>**export VFX**, set user3 and user4.

This setup should be complete and ready for texturing.  
[![image.png](https://wiki.nabla.sh/uploads/images/gallery/2024-11/scaled-1680-/8Dfimage.png)](https://wiki.nabla.sh/uploads/images/gallery/2024-11/8Dfimage.png)

1. Object texturing  
    As mentioned above, a multimat can include:

- One global texture
- Three texture masks
- Two VFX masks

This setup totals six textures. Here, I won’t use Substance Painter's textures, as I’ll apply the vanilla game textures instead. However, the concept remains the same. In this template example, I’ll apply as many details as possible to the faces.

[![image.png](https://wiki.nabla.sh/uploads/images/gallery/2024-11/scaled-1680-/TCoimage.png)](https://wiki.nabla.sh/uploads/images/gallery/2024-11/TCoimage.png)  
Here, in each layer, I’ve added a base color corresponding to the mask colors, with different colors for the floor, walls, ceiling, and tags on the VFX masks.

****c - Export****  
<span style="white-space: pre-wrap;">Once finished, go to </span>**File**<span style="white-space: pre-wrap;"> → </span>**Export Textures**.  
Select an output directory → choose the output template “MY PRESET REFORGER.”or "Arma reforger BCR"  
[![image.png](https://wiki.nabla.sh/uploads/images/gallery/2024-11/scaled-1680-/hu7image.png)](https://wiki.nabla.sh/uploads/images/gallery/2024-11/hu7image.png)

<span style="white-space: pre-wrap;">If you select one of the materials (e.g., `CUBE\_EXT\_01`), you can choose to export specific textures—here, only the VFX and global\_mask. </span>

Click \*Export\* to complete the process.