Once exported from MAYA into Substance Painter the first thing that needs done is to bake the mesh, this allows to model to have high levels of detail at a low-running speed. This is done by selecting the “bake mesh” button, changing the quality to match the file and selecting the high-poly to bake into the low one to get the best performance for a high quality model.
Now that the model is baked I can now start adding textures. I chose the assets that come with substance painter that best mimic the materials that the models would be made out of in real life. I drag them onto the specific model I want for that texture and because I gave each part of the model a different lambert texture in MAYA it made it easier to distinguish when texturing in Substance Painter.
Next, any textures that needed recolouring I selected them in the layer tab and selected the right hues etc. in the properties tab to give the effect I wanted.
In order retexture models that need different textures, I dragged the asset over like before but this time right clicked the layer and made a black mask and selected the mesh I wanted to texture. I created another layer after I got the desired textures to add smaller details, such as the spots on the mushrooms and the pupils on the eyes. Here is my textured model.
Finally, to upload into Sketchfab I exported the textures and selected the Sketchfab template in the Substance painter software and uploaded the file from there.
This is the link to my model in Sketchfab
https://skfb.ly/o9XnC