If you can't find the "UDIM grid" in Blender 3.3, it's moved under the overlays dropdown menu along the top tool bar (icon for it is 2 circles overlapping each other)
@@da_drood-digitalart Yeah no kidding. I'm on Blender 3.3.1 and have the same issue where the UV Grids options aren't available. This isn't too much of an issue for me, because I'm importing a model that already has UVs laid out in UDIM space, but I'm concerned about being able to bake textures.
Make sure you are in the UV Editor (accessible in each area from the top left drop-down in the header). In the same header menu, the "Show Overlays" drop-down is on the extreme right. If the window is small, you might have to horizontally scroll while hovering with your mouse wheel to see it. As @mitchf.6990 noted, the icon is 2 overlapping circles. Inside the drop-down it it simply called "Tiles X" and "Tiles Y" under the "Guides" section. I hope this helps people find it.
This solved me a huge problem , I have some high poly models I did for a client. And since it's a whole mesh because it's for 3D printing I get a hideous resolution in substance, 650k-1m polys in a single 4K texture doesn't look very nice hahahah , this way I can finally share my models without having to create procedural materials with nodes , thank you!
UDIM workflows go back to the early and late 90s, actually. Weta Digital has been at the edge of workflows like this for awhile, since the original Lord of the Rings. Back then they used subdiv surfaces and nurbs with physical patches rather than UV patches. Those models had about a few dozen or so 2K patches, like the original Gollum from 2001 did. The V-Rex dinosaur in King Kong (2005) had about 250 2K textures per shader channel. For Avatar (2009) they created the MARI texture painting program, the shuttle in Avatar had 500 4K textures, just the fine displacement channel alone was 30GB of textures. Most of the creature and character models in Avatar had about 150 4K textures. These numbers have increased more since then. I think it's good to use as many UDIMs as your assets need and not hold back. I'm working on a therapod dinosaur that has 570 4K textures per channel right now, for example, painting displacements of course (after Zbrush prep for alphas). I created a 3d moon model with 1,152 4K textures per shader channel in 2021, Renderman for Maya chews through that like butter. 200+GB of final textures just to render it.
I needed this a month ago and had learn it, took some time though. Looking at this now i am sure it would be helpful for those who are starting to look into UDIM. Great video by the way.
In Blender 3.50, there is no more "UDIM" *anything*. They hid it in UV editor under the "show overlays" icon (far-right of the top bar, looking like two overlapping circles). The values Tiles X and Tiles Y control the UDIM overlay visibility. Hope it helps!
OMFG, i've watched TENS of UDIM related videos, have read unreasonable amount of articles on this topic, but you're the only one who's explaining the actual reason for using the UDIM workflow, the only answer i got before is "it's kinda handy", which doesn't help at all. Thank you!
Amazing tutorial. You not only explain what UDIMs are but also go the extra mile to avoid us pitfalls and teach some extra use cases like displacement map or tilable micro details. 20/20 nothing to add.
I just downloaded a model a few days ago and I was so confused why their UV's were set up off of the UV space. I tried to google answers but couldnt find one. Then I come across this video by chance... What a coincidence!
It's incredible how efficient it was on landscape too, you can use lower resolution texture split accross many polygone zone with there separate UDIM slot it expand the texel resolution and keep your ram usage very low, hope more game engine support that feature.
For those confused about UDIM locations, in blender 4 i found a bit more UDIM support under sidebar>image> source (change to UDIM tiles) and you can see them numerically laid out.
Perfect, thanks for this mate exactly what I needed. Barely any info on working with UDIMs, some more on the Blender>SP work flow would be great as well.
Don't worry, you'll understand in no time... If you want to learn these things faster, follow the tutorial even when you don't understand what's going on, if you get stuck in any step, just ask around, in any group of blender users. That way you will learn everything a lot faster. =)
This video needs an update for 3.4+ users, anyone watching this without checking the comments are going to be confused, and that's not to say the comments themselves aren't being clear enough.
Im starting to really deep dive in to texturing and rendering and this was super helpful. One thing that is unclear to me still is if I have one high poly model that is for a portfolio for example. A skateboard for example, and I want to show close ups of the decks wood and stickers and realistic detail. Am I looking at multiple 4k, 2k or 8k? Is there an easy way to test what is too much and what is too little? Great video again!
Add multitexture, tiled texture in the name of the video so it would be more intuitive to find for those who do not know the actual name of this tiling. Took me some time digging in forums to find that this tiling method is called UDIM.
Please help me. I am a beginner in blender. Practicing on apple but in apple tutorial 4 he used a reference image of knife. To get this refrence image I visited the site whom link is provided in the description. But where is reference image
11:40 You can update/ recalculate UV in Blender its simply baking option from one UV channel to another . It work beter in older version now is much more complicated .
#7 at 10:50 Perhaps I'm not understand how it's supposed to work in Blender but you can change tile size. In the Add Tile box, there are options to set width and height for each tile where you can set one to 2k another to 4K etc. Even if you set them all to one size you can unlink your current set, create another and point Blender to it.
Hi! Well the highlight of #7 is managing changes non-destructively. Yes you can alter tile sizes later in Blender but if you change UVs you have to redo your paintwork. If you go higher in resolution, you have to repaint or add detail, so technically you can just lower resolution, manually. In this example, I have a guitar, of 2 UDIMs and overlapping UVs. So I fixed the seams, unwrapped the whole thing. And instead of 2 UDIMs used 3. I put that back into my painting project and it recalculated everything automatically. That means I changed UVs and Udim count without losing my work. Which no general 3d package ever does for you. In Painter you can also work at 2k and export at 4k and strokes are resampled. In Blender or any 3d package if you work in 2K you cannot suddenly change to 4k and have your previous painted work converted to 4k. Hope this clears it out, Let me know! - Juan
@@cgboost Forgive me I'm a little slow. lol It actually came to me, what you meant by non-destructive, while I was out getting grocery. Thanks for taking the time and write a detailed explanation, btw. Also, awesome vdo on UDIMs; there are very, very few vdo on this topic for blender. Thanks, Juan!
Great video, learned alot, I'm using right now Blender and quixel mixer, but at the moment I import the mesh to quixel the part of "texture sets to UDMI" and "the button of "edit texture sets" don't appear, it's lke quixel isn't recognizing the UDIMs I made,....what am I doing wrong?
As long as Udim workflow is recognized in the software of choice, it will work as it is, no special setup required. UDIMs tend to be used in VFX and animation rather than in the game industry. But nowadays with the power of Unreal, and how they try to close the gap I'm sure they are supported as well 😁 - Juan
Can anyone help me?? Whenever I make something in blender, then texture it with material. If I attempt to export the fax file to Unreal I get missing textures, they’re just gone. Anyone know what is happening?
@@cgboost thx so much for replying, I just purchased the course and it’s awesome! But yes I am applying the textures in blender, I get them from textures.com. It’s weird though because the textures appear in the viewport of unreal but not on the actual item I import. Oh and the way I transfer it to Unreal is by exporting an FBX file then dragging it into the viewport of Unreal.
I am new for UDIM, what is the different between creating a new 1K texturemap and adding a new tile UDIM? Can I bake all out at once? Besides, for any new tile, does the resolution is based on the parent texture map? for example I created a 1K texture image (tiled), so every new tile would be also 1K
How do you update UVs or UDIMS for substance painter? I wasn't able to reimport new UV meshes properly in Substance and the paint details are incorrectly place and all the work is wasted.
Hey, thanks for the great video! I have more questions about high frequency details section of the video tho. I am studying game development and we use Blender for modeling and Unity as game engine. Now I've run to this same issue couple of times. I have really high detailed objects that are large in size. I could obviously make a lot of udim's and then I would get the smallest details to show up after baking aswell. However with some of the details like the a noise bump I could just use a single tileable texture instead. How would I go about it in blender? I am used to make all my textures procedurally and the small details and bigger details are all in a single shader. I think a good tutorial on this would be extremely helpful for a lot of people!
Hi, not sure if I got what you mean, but even if the texture is procedural you can still bake it. Just make sure your object have uvs and you're good to go. And to bake just that little bump texture you can connect that directly to the material output node, bake it and then connect the whole shader back to the viewport again. ~ Masha
@@cgboost Unity unfortunately doesn't support UDIMS, so one has to separate the model into multiple objects. in unity there is the Detail Map option. Let's say I make a concrete wall, now I want to create a nice bump using normal. It's pretty high scale and repeats over and over again. Instead of baking the whole wall with this bump I could just bake a tile with the small details that repeat. This way I don't have to make a huge bage image (8k) for a large wall, so that even the small details is displayed with the base texture like color etc. Instead I can make a way smaller bake (2k) of the bump details that repeats over and over again as tiles in the wall. and another let's say (4k) texture for base colors and large details. Im sorry that I can't explain it better. Hopefully this helps a bit tho.
I just found this video, I will check it out but before I watched this video, I did all of this things you've explained but still only my character head has texture. Though I am having a feeling is because I created color IDs... I am literally confused
hello i have a question, i will try to explain : i did a character and i have the eyes, teeth and tongue joined , the clothes like jacket,pants, belt joined apart, and jewelry with necklace joined , and body is apart, so , i have a total= 4 tools , my question is : ¿ should i join all my tools and then create the tiles UDIM for start to do the uv maps? or should i do those UDIM tiles with each one of my tools? ( the four tools ) ? my point is, that i want the best resolution for all
If you run for the resolution then use separate UDIMs for the different parts of the model. That way you can set the texel density you need separately, with the maximum used space. ~Egon
Hi Constantino, thanks for your question, not sure if I got your question, but in blender previous versions (like the one Juan is using in this video) you didn't have the possibility to choose which tile to bake. It automatically baked the 1001 tile, that's why you had to do the trick to bake the second tile. You could then say to program which texture is for which tile by adding.1001 or .1002 to the title. Now the things are a bit changed and if you add the second tile your output texture, blender will automatically bake all the tiles you have added. Please let me know if this is helpful or if you have other questions. ~ Masha
@@cgboost Thanks, Its about unwrap, you mark the seams and unwrap the cuts, but what if I have Tiles 1001, 1002, 1003 and I want the clothes of the model to be placed in the 1003 tile without the need to move it manually?
@@eduarte0214 hmm not sure if there is a way to do this without having to rearrange the islands manually. You can try to check if there is any kind of add-on out there, but normally you would need to do the process by hand. Sorry if this is not helpful. ~ Masha
Make sure to set normal maps to OpenGL when starting a new project, otherwise the green channel has to inverted. Other than that, be careful with what UV smoothing algorithm you are using, there are a couple of options and they can generate seams, regardless if the model uses UDIMs or not. Hope it helps! - Juan
Hi! Great Tutorial, is it possible to bake textures (for example material id) using udim with textools? I saw that textool recognizes the uv tiles which i created, but it only bakes the first tile.
Yes it was! Never thought about it! I could ask them one day 😅thanks for the idea. it's my favorite guitar and I wanted to do a small animated project with it. - Juan
Do you know how to export UV UDIM layouts? Image -> Save as only saves empty tiles without the mesh. Currently I have to place my UDIMS 1 by 1 at 1001 tile and export uv layout for each, which takes more time than it should.
As it stands, there is no way to do this without exporting the layouts one at a time. The blender developers are aware of the issue so hopefully it will be resolved soon :) ~ Daniel
I've been a longtime user of Blender but wouldn't consider myself an expert by any means. That said, I had no idea Blender had UDIM support which was a complete shocker for me! I've been steadily going back to Blender the last few months, realizing that it's way better developed than I gave it credit for, especially since 2.8. UDIMs aren't new but a brilliant texturing solution that the industry has been very slow to adopt in my eyes. Heck, I believe Pixar was the first to really utilize the idea and that was almost 30 years ago!
Yeah, Blender has changed drastically since the 2.80 release. And yes! UDIMs are not new but definitely a very smart solution. Actually UDIMs were developed in 2002 at Weta Digital in the search to break the texture limitations of the time... but still! that is almost 20 years ago. Disney studios on the other hand (not sure if Pixar had any involvement) came up with Ptex texturing sometime around 2008. Ptex is also pretty crazy, it is still relatively new and it has its issues but maybe in a few years it could also be a common texturing workflow. - Juan
@@cgboost Drats, Ptex is correct! Ol memory failed me again. =) Nonetheless, I've found a really great channel with you guys and am getting up to snuff with Blender's better features, so you've earned a well-deserved Sub and a hearty thank you!
Great Video/ Lesson! This is a method that changes the game However, how can I export UDIM to software like Unity?(which supports Udim from the 2019 version...apparently)
Hi Nicola, you mean exporting the textures or the uvs? The textures once baked out of blender will automatically have .1001 .1002 numbers added that marks the tile they belong to. Now you don't even need to do the tile moving trick Juan shows, since blender has implemented the automatic export and detection. As far as I know, the exported texture tiles should be automatically detected by any program that supports UDIMS. regarding the UVs they should be automatically exported when you export the model. ~ Masha
@@cgboost Thank you for the answer. Basically now when I export I have a series of PNG called 1001,1002 etc and so far so good, the problem arises when exporting to Unity and importing the various PNG seems to read only one tile at a time and not in sequence as it should... I hope to be explained ahaha
@@nicolamennillo Yeah I get it, thanks for expalining yourself. Unfortunately, since I'm not familiar with the program, I can't really help you. My guess is that maybe Unity needs a different title format to detect UDIMS properly, or maybe it doesn't support UDIMS at all. But these answers you can get from more experienced Unity users. Try to see if you find any forum specifically for unity users. I found this one that is for game developers in general, but I guess you will find many Unity users there: gamedev.stackexchange.com/ You can also try to post the question in CG Boost community, maybe there are some other unity users: community.cgboost.com/home Sorry for not being super helpful, I hope you find the answer to your question. Let us know if you figure it out! ~ Masha
always thought the advantages of udims were overblown. wouldn't be that big of a deal to just have multiple materials using the same uv space. the only disadvantage is the inability to paint across the seams but there are ways to address or hide that.
I personally don't bother with them much. They can be useful, particularly when painting but like you said, there are usually workarounds and they can be a pain when relinking materials or switching between programs. ~ Daniel
What if im uv unwrapping a large 3D mesh such as a road. I dont mind if the textures are tileable, but I need consistent texel density, and unfortunately because the mesh is large, it occupies morr than the 0-1 UV space. This causes issues in baking since my UV shell spans across several UV sets. What should I do? I know i can scale down the UV shells, but then I would lose texel density.
You can try to create more Udim tiles to keep the resolution, maybe create a procedural texture and bake it. In this way you should be able to have proper uvs and keep the resolution consistent. ~ Masha
@@cgboost follow up question. should i use UDIM for a building like a stadium? which i intend to sell on a site like CGTrader? Are UDIM used for those?
@@SubhrajyotiAcharyyaDSB All depends on the type of asset you are going to create - what is it supposed to be used for ? (is the highest detail level more important or perhaps performance and optimization - as for example in video games) UDIMs are useful when closeups are expected (camera close to the object) and you need a high resolution of the texture to have all the details) of course this is a double edged sword so to speak - more textures and thus more impact on the memory etc. So as usually this is not a simple question with only one right answer. It depends on what the asset will be used for.
@@cgboost i mean, the model will have 10-12 texture sets anyway. varying in resolution. Wouldnt UDIM be just a way to place them all in one file set instead of 10-12?
UDIMs are a way to use more than one texture on the model (and thus have access to more resolution in the UV layout space for details - especially important for objects that will be viewed up close) - it does not matter if this is a character or something else. Characters (especially hero ones) are just more likely to be viewed in closeup shots - that's why for important and detailed characters UDIMs are often a necessity. You could use UDIMs as well for a house model. Alternatively you could make the house out of separate objects that use separate textures and UVs. The choice is really up to you and depends on your workflow.
If you can't find the "UDIM grid" in Blender 3.3, it's moved under the overlays dropdown menu along the top tool bar (icon for it is 2 circles overlapping each other)
Thanks for the update
THANK YOU :)
Thanks for the info, though i still can't find it in overlays dropdown menu either :( using Blender 3.4.1
@@da_drood-digitalart Yeah no kidding. I'm on Blender 3.3.1 and have the same issue where the UV Grids options aren't available. This isn't too much of an issue for me, because I'm importing a model that already has UVs laid out in UDIM space, but I'm concerned about being able to bake textures.
Make sure you are in the UV Editor (accessible in each area from the top left drop-down in the header). In the same header menu, the "Show Overlays" drop-down is on the extreme right. If the window is small, you might have to horizontally scroll while hovering with your mouse wheel to see it. As @mitchf.6990 noted, the icon is 2 overlapping circles. Inside the drop-down it it simply called "Tiles X" and "Tiles Y" under the "Guides" section. I hope this helps people find it.
This solved me a huge problem , I have some high poly models I did for a client. And since it's a whole mesh because it's for 3D printing I get a hideous resolution in substance, 650k-1m polys in a single 4K texture doesn't look very nice hahahah , this way I can finally share my models without having to create procedural materials with nodes , thank you!
Awesome, glad it helped! - Juan
UDIM workflows go back to the early and late 90s, actually. Weta Digital has been at the edge of workflows like this for awhile, since the original Lord of the Rings. Back then they used subdiv surfaces and nurbs with physical patches rather than UV patches. Those models had about a few dozen or so 2K patches, like the original Gollum from 2001 did. The V-Rex dinosaur in King Kong (2005) had about 250 2K textures per shader channel. For Avatar (2009) they created the MARI texture painting program, the shuttle in Avatar had 500 4K textures, just the fine displacement channel alone was 30GB of textures. Most of the creature and character models in Avatar had about 150 4K textures. These numbers have increased more since then.
I think it's good to use as many UDIMs as your assets need and not hold back. I'm working on a therapod dinosaur that has 570 4K textures per channel right now, for example, painting displacements of course (after Zbrush prep for alphas). I created a 3d moon model with 1,152 4K textures per shader channel in 2021, Renderman for Maya chews through that like butter. 200+GB of final textures just to render it.
Please provide sources for the information you provided in the first paragraph.
I needed this a month ago and had learn it, took some time though. Looking at this now i am sure it would be helpful for those who are starting to look into UDIM.
Great video by the way.
In Blender 3.50, there is no more "UDIM" *anything*. They hid it in UV editor under the "show overlays" icon (far-right of the top bar, looking like two overlapping circles). The values Tiles X and Tiles Y control the UDIM overlay visibility. Hope it helps!
Thank you so much for the tip!
@@cgboost took me a full hour to find it. :P
@@CRogers totally feel your pain, had the same issue when the new version came out 😅
~ Masha
@@cgboost
Yeah these silly changes made learning blender feel like masochism as much of the learning material is different from the latest version
@@meh2063 I guess that's the price we have to pay for the fast development and all the nice new features 😅
~ Masha
OMFG, i've watched TENS of UDIM related videos, have read unreasonable amount of articles on this topic, but you're the only one who's explaining the actual reason for using the UDIM workflow, the only answer i got before is "it's kinda handy", which doesn't help at all. Thank you!
Amazing tutorial. You not only explain what UDIMs are but also go the extra mile to avoid us pitfalls and teach some extra use cases like displacement map or tilable micro details.
20/20 nothing to add.
We're glad you like it :)
~ Daniel
I just downloaded a model a few days ago and I was so confused why their UV's were set up off of the UV space. I tried to google answers but couldnt find one. Then I come across this video by chance... What a coincidence!
every time cg boost post something I learn something new, thanks cg boost
It's incredible how efficient it was on landscape too, you can use lower resolution texture split accross many polygone zone with there separate UDIM slot it expand the texel resolution and keep your ram usage very low, hope more game engine support that feature.
2 years in blender and i’m just learning this now
For those confused about UDIM locations, in blender 4 i found a bit more UDIM support under sidebar>image> source (change to UDIM tiles) and you can see them numerically laid out.
Thank you so much for the tip!
~ Masha
A one stop UDIM shop. Thank you, very much. I've not used them since 2011, so the recap was very helpful.
Your video explains so much. This is a wildly efficient method of texturing according to level of detail. Thank you!
What a great, clear, and thorough video! Love it
Thanks for the comment, I appreciate it! - Juan
Very informative, great presentation. Thanks Juan and CG Boost Team!
We need a youtuber like you
Thank you. This is very concise, organized, and covers all of the things I wanted to know!
Clear, succinct, informative, comprehensive. Outstanding tutorial. Thank you. :)
Incredible video!!! Thank you very much for your dedication and attention.
best intro to UDIMS, thank you
OMFG I wish I had known about this. Like why does no tutorials ever talk about this. Holy crap thank you!
THANK YOU SO MUCH! I've been trying to figure this out for so long. You are the best!
AWESOME!! I had no idea how to use this but thanks you guys I can finally use 1% of it's POWER!!!
Perfect, thanks for this mate exactly what I needed. Barely any info on working with UDIMs, some more on the Blender>SP work flow would be great as well.
Check our Substance painter course, if that fits your needs.
~Egon
@@cgboost Sure you have a link?
This is a great explanation, you're a very good tutor. Thanks!
Ty so much! Best udim content to date.
i don't understand any of this yet lol but once i am more knowlegable in blender this will be very helpfull thank you :)
Don't worry, you'll understand in no time... If you want to learn these things faster, follow the tutorial even when you don't understand what's going on, if you get stuck in any step, just ask around, in any group of blender users. That way you will learn everything a lot faster. =)
Same
😂🤣 p
Thanks for showing this very helpful video and happy blending with blender.
Beautifully explained. Thank you.
Good stuff! I could not understand the whole thing at once. I will watch it again.
Great and understandable video, thanks! And thanks for the tips!
Fantastic tutorial, thanks!
great video man, thank you! no questions
Great tutorial, thank you very much! Could you possibly make a step by step tutorial how to set up and pack udims?
Omg… dude you are amazing. Thank you
Excellent tuto!!! ❤
This is very helpful,thanks a lot
Awesome! Thank you!
Thanks man, quickly helped me out.
This video needs an update for 3.4+ users, anyone watching this without checking the comments are going to be confused, and that's not to say the comments themselves aren't being clear enough.
Good point, but Blender's development is moving fast forward and it is not easy to update every video :)
amazing art
THank you ! this is unbelievably helpful!
Im starting to really deep dive in to texturing and rendering and this was super helpful. One thing that is unclear to me still is if I have one high poly model that is for a portfolio for example. A skateboard for example, and I want to show close ups of the decks wood and stickers and realistic detail. Am I looking at multiple 4k, 2k or 8k? Is there an easy way to test what is too much and what is too little? Great video again!
Great presentation!!!
Very good explanations. Thanks
Add multitexture, tiled texture in the name of the video so it would be more intuitive to find for those who do not know the actual name of this tiling.
Took me some time digging in forums to find that this tiling method is called UDIM.
Thanks for sharing it.
When is your Character Creation course coming out cant wait !!!!!
SAME
Please help me. I am a beginner in blender. Practicing on apple but in apple tutorial 4 he used a reference image of knife. To get this refrence image I visited the site whom link is provided in the description. But where is reference image
I think
Never
Hi! I'm aiming for this summer, hopefully soon we can release more info. Thanks for asking 😁 - Juan
i really loved the rigging system you have used for the creature any idea how to set it up
11:40 You can update/ recalculate UV in Blender its simply baking option from one UV channel to another . It work beter in older version now is much more complicated .
Not every update is for better ;-)
~Egon
Wow this is new, thanks
Really good content
Actually, great tutorials!
Excellent video
thanks bro I learned a lot today
I have 5 uv tiles for my model and textured it in substance painter, How do I upload each of the 5 textures to each of the 5 uv tiles in blender?
Awesome, thank you
Bro that laiho signature is modeled to perfection ! Is it straight blender modeling or did you use something like plasticity ?
Helpful tut thx
Thank you
#7 at 10:50
Perhaps I'm not understand how it's supposed to work in Blender but you can change tile size. In the Add Tile box, there are options to set width and height for each tile where you can set one to 2k another to 4K etc. Even if you set them all to one size you can unlink your current set, create another and point Blender to it.
Hi! Well the highlight of #7 is managing changes non-destructively. Yes you can alter tile sizes later in Blender but if you change UVs you have to redo your paintwork. If you go higher in resolution, you have to repaint or add detail, so technically you can just lower resolution, manually. In this example, I have a guitar, of 2 UDIMs and overlapping UVs. So I fixed the seams, unwrapped the whole thing. And instead of 2 UDIMs used 3. I put that back into my painting project and it recalculated everything automatically. That means I changed UVs and Udim count without losing my work. Which no general 3d package ever does for you. In Painter you can also work at 2k and export at 4k and strokes are resampled. In Blender or any 3d package if you work in 2K you cannot suddenly change to 4k and have your previous painted work converted to 4k. Hope this clears it out, Let me know! - Juan
@@cgboost Forgive me I'm a little slow. lol It actually came to me, what you meant by non-destructive, while I was out getting grocery. Thanks for taking the time and write a detailed explanation, btw. Also, awesome vdo on UDIMs; there are very, very few vdo on this topic for blender. Thanks, Juan!
Great video, learned alot, I'm using right now Blender and quixel mixer, but at the moment I import the mesh to quixel the part of "texture sets to UDMI" and "the button of "edit texture sets" don't appear, it's lke quixel isn't recognizing the UDIMs I made,....what am I doing wrong?
Cool
Super useful 👍 thanks
19:14 holy moly, 1000 UDIMs. Well, on the other side the Jaegers are gigantic.
Holy moly indeed! - Juan
Thanks Bro
Please explain how it is faster to load and render 16 4096x4096 textures than to handle one 16384x16384 texture.
excellent!
Amazing. If i set up udims will it automatically pull into unreal or do i need a special set up to bring in the textureing correctly?
As long as Udim workflow is recognized in the software of choice, it will work as it is, no special setup required. UDIMs tend to be used in VFX and animation rather than in the game industry. But nowadays with the power of Unreal, and how they try to close the gap I'm sure they are supported as well 😁 - Juan
@@cgboost thanks very much!
GREAT!
This is very helpful
thankx
I don't see the UDIM Grid dropdown under view even though I have my object selected and in edit mode. I'm using blender 2.93.2
Can anyone help me?? Whenever I make something in blender, then texture it with material. If I attempt to export the fax file to Unreal I get missing textures, they’re just gone. Anyone know what is happening?
Hi! how exactly are you exporting to Unreal? also how are you making your textures in Blender?
@@cgboost thx so much for replying, I just purchased the course and it’s awesome! But yes I am applying the textures in blender, I get them from textures.com. It’s weird though because the textures appear in the viewport of unreal but not on the actual item I import. Oh and the way I transfer it to Unreal is by exporting an FBX file then dragging it into the viewport of Unreal.
Please making tutorial on character rigging
gracias de verdad muchas gracias
I am new for UDIM, what is the different between creating a new 1K texturemap and adding a new tile UDIM? Can I bake all out at once?
Besides, for any new tile, does the resolution is based on the parent texture map? for example I created a 1K texture image (tiled), so every new tile would be also 1K
Is there a good Blender Add_On to bake UDIM IDs, Occlusion, Normals, and Curvature in a few clicks?
🙏
How do you update UVs or UDIMS for substance painter? I wasn't able to reimport new UV meshes properly in Substance and the paint details are incorrectly place and all the work is wasted.
Hey, thanks for the great video! I have more questions about high frequency details section of the video tho. I am studying game development and we use Blender for modeling and Unity as game engine. Now I've run to this same issue couple of times. I have really high detailed objects that are large in size. I could obviously make a lot of udim's and then I would get the smallest details to show up after baking aswell. However with some of the details like the a noise bump I could just use a single tileable texture instead. How would I go about it in blender? I am used to make all my textures procedurally and the small details and bigger details are all in a single shader. I think a good tutorial on this would be extremely helpful for a lot of people!
Hi, not sure if I got what you mean, but even if the texture is procedural you can still bake it. Just make sure your object have uvs and you're good to go. And to bake just that little bump texture you can connect that directly to the material output node, bake it and then connect the whole shader back to the viewport again.
~ Masha
@@cgboost Unity unfortunately doesn't support UDIMS, so one has to separate the model into multiple objects.
in unity there is the Detail Map option.
Let's say I make a concrete wall, now I want to create a nice bump using normal. It's pretty high scale and repeats over and over again. Instead of baking the whole wall with this bump I could just bake a tile with the small details that repeat. This way I don't have to make a huge bage image (8k) for a large wall, so that even the small details is displayed with the base texture like color etc. Instead I can make a way smaller bake (2k) of the bump details that repeats over and over again as tiles in the wall. and another let's say (4k) texture for base colors and large details.
Im sorry that I can't explain it better. Hopefully this helps a bit tho.
What's the difference between using UDIMs with using many shaders?
I just found this video, I will check it out but before I watched this video, I did all of this things you've explained but still only my character head has texture. Though I am having a feeling is because I created color IDs... I am literally confused
hello i have a question, i will try to explain : i did a character and i have the eyes, teeth and tongue joined , the clothes like jacket,pants, belt joined apart, and jewelry with necklace joined , and body is apart, so , i have a total= 4 tools , my question is : ¿ should i join all my tools and then create the tiles UDIM for start to do the uv maps? or should i do those UDIM tiles with each one of my tools? ( the four tools ) ? my point is, that i want the best resolution for all
If you run for the resolution then use separate UDIMs for the different parts of the model. That way you can set the texel density you need separately, with the maximum used space.
~Egon
Nice blender
Great explantion.
How can I unwrap directly to, lets say, Tile 1002 instead of 1001 and then relocate it to 1002?
Hi Constantino, thanks for your question, not sure if I got your question, but in blender previous versions (like the one Juan is using in this video) you didn't have the possibility to choose which tile to bake. It automatically baked the 1001 tile, that's why you had to do the trick to bake the second tile. You could then say to program which texture is for which tile by adding.1001 or .1002 to the title.
Now the things are a bit changed and if you add the second tile your output texture, blender will automatically bake all the tiles you have added.
Please let me know if this is helpful or if you have other questions.
~ Masha
@@cgboost Thanks, Its about unwrap, you mark the seams and unwrap the cuts, but what if I have Tiles 1001, 1002, 1003 and I want the clothes of the model to be placed in the 1003 tile without the need to move it manually?
@@eduarte0214 hmm not sure if there is a way to do this without having to rearrange the islands manually.
You can try to check if there is any kind of add-on out there, but normally you would need to do the process by hand.
Sorry if this is not helpful.
~ Masha
@@cgboost Thanks
@@eduarte0214 you're welcome!
omg thanksksksks
For some reason I always end up with visible seams between udims. Usually in the baked normal or height maps in substance printer.
Make sure to set normal maps to OpenGL when starting a new project, otherwise the green channel has to inverted. Other than that, be careful with what UV smoothing algorithm you are using, there are a couple of options and they can generate seams, regardless if the model uses UDIMs or not. Hope it helps! - Juan
Hi! Great Tutorial, is it possible to bake textures (for example material id) using udim with textools? I saw that textool recognizes the uv tiles which i created, but it only bakes the first tile.
Baking UDIMs is now natively supported since Blender 3.3.
Was that the ESP Arrow guitar? Are you doing vfx for ESP? That would be really cool to hear about working for a client like this!
Yes it was! Never thought about it! I could ask them one day 😅thanks for the idea. it's my favorite guitar and I wanted to do a small animated project with it. - Juan
Do you know how to export UV UDIM layouts? Image -> Save as only saves empty tiles without the mesh. Currently I have to place my UDIMS 1 by 1 at 1001 tile and export uv layout for each, which takes more time than it should.
As it stands, there is no way to do this without exporting the layouts one at a time. The blender developers are aware of the issue so hopefully it will be resolved soon :)
~ Daniel
I've been a longtime user of Blender but wouldn't consider myself an expert by any means. That said, I had no idea Blender had UDIM support which was a complete shocker for me! I've been steadily going back to Blender the last few months, realizing that it's way better developed than I gave it credit for, especially since 2.8. UDIMs aren't new but a brilliant texturing solution that the industry has been very slow to adopt in my eyes. Heck, I believe Pixar was the first to really utilize the idea and that was almost 30 years ago!
Yeah, Blender has changed drastically since the 2.80 release. And yes! UDIMs are not new but definitely a very smart solution. Actually UDIMs were developed in 2002 at Weta Digital in the search to break the texture limitations of the time... but still! that is almost 20 years ago. Disney studios on the other hand (not sure if Pixar had any involvement) came up with Ptex texturing sometime around 2008. Ptex is also pretty crazy, it is still relatively new and it has its issues but maybe in a few years it could also be a common texturing workflow. - Juan
@@cgboost Drats, Ptex is correct! Ol memory failed me again. =) Nonetheless, I've found a really great channel with you guys and am getting up to snuff with Blender's better features, so you've earned a well-deserved Sub and a hearty thank you!
Hi! nice tutorial to UDIMs, plz let me know if it´s possible today in Blender 3.x series to bake UDIMs that contains procedural materials. thks
Yes, UDIMs can now be baked in the latest version of Blender.
@@cgboost Thank you
Great Video/ Lesson! This is a method that changes the game
However, how can I export UDIM to software like Unity?(which supports Udim from the 2019 version...apparently)
Hi Nicola, you mean exporting the textures or the uvs? The textures once baked out of blender will automatically have .1001 .1002 numbers added that marks the tile they belong to. Now you don't even need to do the tile moving trick Juan shows, since blender has implemented the automatic export and detection.
As far as I know, the exported texture tiles should be automatically detected by any program that supports UDIMS. regarding the UVs they should be automatically exported when you export the model.
~ Masha
@@cgboost Thank you for the answer.
Basically now when I export I have a series of PNG called 1001,1002 etc and so far so good, the problem arises when exporting to Unity and importing the various PNG seems to read only one tile at a time and not in sequence as it should...
I hope to be explained ahaha
@@nicolamennillo Yeah I get it, thanks for expalining yourself.
Unfortunately, since I'm not familiar with the program, I can't really help you.
My guess is that maybe Unity needs a different title format to detect UDIMS properly, or maybe it doesn't support UDIMS at all. But these answers you can get from more experienced Unity users. Try to see if you find any forum specifically for unity users. I found this one that is for game developers in general, but I guess you will find many Unity users there: gamedev.stackexchange.com/
You can also try to post the question in CG Boost community, maybe there are some other unity users: community.cgboost.com/home
Sorry for not being super helpful, I hope you find the answer to your question.
Let us know if you figure it out!
~ Masha
always thought the advantages of udims were overblown. wouldn't be that big of a deal to just have multiple materials using the same uv space. the only disadvantage is the inability to paint across the seams but there are ways to address or hide that.
I personally don't bother with them much. They can be useful, particularly when painting but like you said, there are usually workarounds and they can be a pain when relinking materials or switching between programs.
~ Daniel
What if im uv unwrapping a large 3D mesh such as a road.
I dont mind if the textures are tileable, but I need consistent texel density, and unfortunately because the mesh is large, it occupies morr than the 0-1 UV space.
This causes issues in baking since my UV shell spans across several UV sets.
What should I do?
I know i can scale down the UV shells, but then I would lose texel density.
You can try to create more Udim tiles to keep the resolution, maybe create a procedural texture and bake it. In this way you should be able to have proper uvs and keep the resolution consistent.
~ Masha
is UDIM baking available inside blender as of March 2023?
Yes it is possible to bake textures to UDIM-s in the current Blender versions.
@@cgboost follow up question. should i use UDIM for a building like a stadium? which i intend to sell on a site like CGTrader? Are UDIM used for those?
@@SubhrajyotiAcharyyaDSB All depends on the type of asset you are going to create - what is it supposed to be used for ? (is the highest detail level more important or perhaps performance and optimization - as for example in video games) UDIMs are useful when closeups are expected (camera close to the object) and you need a high resolution of the texture to have all the details) of course this is a double edged sword so to speak - more textures and thus more impact on the memory etc. So as usually this is not a simple question with only one right answer. It depends on what the asset will be used for.
@@cgboost i mean, the model will have 10-12 texture sets anyway. varying in resolution. Wouldnt UDIM be just a way to place them all in one file set instead of 10-12?
are UDIM's only useful for character models? I am building a house model? Does it make sense there?
UDIMs are a way to use more than one texture on the model (and thus have access to more resolution in the UV layout space for details - especially important for objects that will be viewed up close) - it does not matter if this is a character or something else. Characters (especially hero ones) are just more likely to be viewed in closeup shots - that's why for important and detailed characters UDIMs are often a necessity. You could use UDIMs as well for a house model. Alternatively you could make the house out of separate objects that use separate textures and UVs. The choice is really up to you and depends on your workflow.
The UDIM option is flat out missing, where did they move it?
Figured it out. The BEHAVIOR HAS CHANGED -- blender now cares a lot in 3.1 whether you checked 'tiled' when you made an image map