Usually when I have to search for something on the internet I spend a lot of time watching videos that only give me clues on how to solve a problem. Instead it was very complete, well explained and straightforward. Thank you very much for explaining UDIMs, it is a very important topic for those of us who are getting started in texturing.
You are the goat man, i have recently switched to blender and i was going nuts! didn't know i had to enable tiled in the textures option on the node wrangler,thanks.
I can follow the video up to the part where you've imported the mesh into Substance Painter. I've tried both UDIM options on import (as OBJ) and not getting the separate texture sets. I can have it as a single set, but that means I'd have to use a whole bunch of discrete masks. Tried to import as FBX gave me a "Failed to Load Scene."
Dikko! Thanks for this! When you have time can you make a video on your texture process in Substance. I would see your process. I just picked it up Substance and still trying to get around on how to texture a character in it. Thanks
When I first started 3D 3 years ago I literally asked my teachers at the university why we couldnt use multiple 0-1 spaces (UDIMS) and they never gave me a reason. When I found out there literally wasn't one and they decided we didnt need to know UDIMS let's just say I was pissed
@@Dikko yeah, because he asked us to model a pokemon and texture it in photoshop. With those tiny ass Uv's in a single tile. And then proceeded to correct all our issues with the texturing when 90% of it was an issue due to low resolution. I get it was for games, but there was a better way to go about it @UDIMS
@@Dikko I understand that because games can only use so many, but still I was mainly upset because some of us were geared towards film, some were geared towards games. I know Udims is mainly a film thing, but that doesn't mean you just say, "oh you cant use these it wont work"
thanks great video - wondering why you didnt make your uvs into rectangles? i believe people do this so they can paint on the material at a later stage and ensure straight lines , liked and subbed!
Because in VFX they usully use 4k-8k textures in general, but in close up shot you may need 32 k map to preserve all that detail, but you need it in one place, on a face for example, so you can just upres a face UDIM texture, instead of making it everything 32K, which will be a total pipeline mess.
dont you have the issue of the material seams between the body and head skin for example? where you need to manually adjust subtones in the seam? because I wanted to use UDIMS to get rid of this issue, for example I made an UV material for a head and another for the neck or body, then if i want to setup a skin texture I have that seam corner giving me issues between the different materials.
@@Dikko i am not understanding, btw the grant abbit got 300k subs and i commented pleas mention the channel dikko he is awesome because you are doing good
hi Dikko you explaned so nice thank you:) How can we make one UV Udims tile? Can we make? And also I want to bake udims How can I make? Really ı watched so many tutorial this subject but ı cant find. pleaseee help meee!!! I want to bake one uv tile.
What do you mean by all the udim tiles have the interpreted as material ids?? This things is confusing me. Because when I export from substance to Blender, only part of my mesh has texture while the others are just pinkish
Oh this is an outdated statement. Before last yrs update, substance painter would do a hack where UDIM tiles would be converted to material IDs. Substance now has native UDIM support, so I need to make an update to this video.
@@Dikko oh I see thanks. Though I still have problems using this udim thingy and I don't wanna give up. Still trying to figure it out. I would love if you can help. Thanks again for the response
Hi man, thanks for tackling the subject, I´m still trying to figure it out myself. I get UDIMs are better suited for cinematic purposes, but I'm just wondering where's the difference in using a single UV with different material slots each with different resolution image textures applied to them. Is it optimization? or maybe It's just the same but made in a different way? Thank you again for sharing knowledge, stay safe.
They're essentially the same thing, the nice thing about udims however, instead of having to set up multiple materials (linking inputs, tweaking values), the UDIM system sort of does that for you where you suddenly only need one material instead of many. Theoretically it should require less calculation, and therefore improve performance because the system is no longer needing to load multiple Materials. Suddenly you only need to use a few, instead of many :)
Great tut as always, like many others I'm getting the pink image issue beyond tile 1001 in material preview -- in render view I get the 1001 image placed correctly but then spread on the other parts of the mesh all warped. I've followed the steps so many times and am not having any success. Am about ready to just pay someone to resolve thi$...
Follow up (due to popular demand): they just worked when I restarted the project when I was going to take another crack. However the second tile 1002 texture is stretched all crazy near one seam.
Thanks so much for this super thorough explanation. Just what i needed! I guess 6 people didn't like the little err.... Aussie expressions in there mate haha!
Hey dude ! Awesome tut I have a question. Lets say I have a model composed by multiple objects or props, to start creating UDIMS do I need to CTRL+J all of them ? or just select and start working ?
The only thing that stops me from using UDIMs in blender is that currently you can't bake them. UDIMs are extremely powerful because you can reduce memory usage by using UDIMs. Not so much for games of course, but great for performance while doing VFX/Film. I see people using 16k-32k sized texture maps! This takes an extreme hit on performance inside Blender or any software. However, if you split up that into UDIMs though. The performance can be loads better with them. Still depends on the size and quantity of the UDIM tiles. Think about this, doing a few 2-4k sized maps is WAY better than actually using an 8k+ sized map.
Hopefully within a version or 2 that problem will be fixed. UDIMs arent supported with the displacement modifier either which is a drag. However for now I have no issue dealing with those shortcomings since it solves my primary problem of improving my texturing workflow.
@@Dikko Yea, would be nice to have it working in other areas. You know, if you primarily use cycles, then you don't have to worry about the displacement modifier. Wished it also worked for eevee to be honest.. Same as setting up the microdisplacement but experimental doesn't have to be on. You just need subdivisions to back up the detail. Material properties >Settings >Surface >Displacement >Change this to Disp/Bump or Displacement.
Two of my three tiles are still pink despite changing from Single Image to Tiled / UDIM and the recreate / refresh image tile direction. Any other things I can try?
@@Dikko 'properly labelling' is a bit vague. Mine are labelled as 'UDIMnumber_word' but when clicking refresh, it just loads the image for 1001 into all the tiles
Make sure the number of each texture set tile is end with 1001 and etc, if not blender will not load the image, damn i dont know why substance painter naming my texture UDIM is wrong, but i manage to fix it manually by rename each texture set and its tiles..........sigh
@@Dikko Dikko I used udims from Mari to Blender, when I go to the uv editor I see my six udim tiles layed out. but blender counts them as one tile and repeats my textures on all 6 Udim tiles. when I wanna add more tiles by pressing the "+" icon its grayed out. I asked Blender discord and they didn't know what Udims are. any help?
No, it cannot do that, as of 2.83 This is the main problem I had with my approach to that. I am using a procedual texture as a base that I wanted to bake out... and I spend _hours_ trying to get it to work... until I finally found out that Blender simply doesn't support baking to UDIMs yet. There is a work-around, of course, where you have to move around the UVs and bake out every UDIM tile individually, and then organize them by hand. Clunky, but I feel that the utility that UDIMs provide in having a single material but still more (and varied) resolution for different parts of your mesh is worth it.
@@Groffili You could set up 2 UV map nodes - one with the UDIM set up and one with the non-udim set up, then bake out to the non udim set up? Might be worth exploring.
Usually when I have to search for something on the internet I spend a lot of time watching videos that only give me clues on how to solve a problem. Instead it was very complete, well explained and straightforward. Thank you very much for explaining UDIMs, it is a very important topic for those of us who are getting started in texturing.
Glad I could help!
I'm still watching this 😩😩 with same error. From your video @Dikko, you said all the udim tiles have been interpreted as material Ids.
Yep , everybody wants to be a teacher but don’t have the skills to teach properly, Dikko is one of the few people online that know how to teach 👍🏽
You are the goat man, i have recently switched to blender and i was going nuts! didn't know i had to enable tiled in the textures option on the node wrangler,thanks.
The music makes me really uncomfortable.
Hi. But how to apply UDIMs in Blender 3.1? It doesn't work this way any longer!
I can follow the video up to the part where you've imported the mesh into Substance Painter. I've tried both UDIM options on import (as OBJ) and not getting the separate texture sets. I can have it as a single set, but that means I'd have to use a whole bunch of discrete masks. Tried to import as FBX gave me a "Failed to Load Scene."
I wish you had made this vdo earlier. lol It was a pain figuring out what n why. Love your channel and subbed.
Nice UDIM tut for Blender! - helped! Liked!
Dikko! Thanks for this! When you have time can you make a video on your texture process in Substance. I would see your process. I just picked it up Substance and still trying to get around on how to texture a character in it. Thanks
When I first started 3D 3 years ago I literally asked my teachers at the university why we couldnt use multiple 0-1 spaces (UDIMS) and they never gave me a reason.
When I found out there literally wasn't one and they decided we didnt need to know UDIMS let's just say I was pissed
Yeah its bullshit right?
@@Dikko yeah, because he asked us to model a pokemon and texture it in photoshop. With those tiny ass Uv's in a single tile.
And then proceeded to correct all our issues with the texturing when 90% of it was an issue due to low resolution.
I get it was for games, but there was a better way to go about it @UDIMS
@@seanakima50515e I'll be honest, texturing a pokemon wouldn't require multiple tiles. Not for a game - level asset at least
@@Dikko I understand that because games can only use so many, but still I was mainly upset because some of us were geared towards film, some were geared towards games.
I know Udims is mainly a film thing, but that doesn't mean you just say, "oh you cant use these it wont work"
@@seanakima50515e yeah defs. These sort of things ought to be explained regardless
Fantastic :) thank you for this great lesson in understanding the workflow from Blender to Substance and back again :) ! very helpful.
is the udim already installed in blender or do i have to download the Addon?
Thank you for your help!!!
thanks, How to create ID Map in blender when we have udim tiles. do we nead duplicate model ctrl+j - unwrapp and than bake diffuse on new singele uv?
Nice, thank you for making this.
thanks great video - wondering why you didnt make your uvs into rectangles? i believe people do this so they can paint on the material at a later stage and ensure straight lines , liked and subbed!
Because I CBF, and as long as the texel density is consistent it’s pretty easy to still draw straight lines in something like substance painter
I like the idea of this workflow!
Give it a shot next time you need to texture a model!
How You create this cartoon Styles yo the render??
It's a secret ;). For now at least!
Why dont we just create for example a ONE big map of 16k, instead of UDIM tiles which are needed to be 16 k in total?
Because in VFX they usully use 4k-8k textures in general, but in close up shot you may need 32 k map to preserve all that detail, but you need it in one place, on a face for example, so you can just upres a face UDIM texture, instead of making it everything 32K, which will be a total pipeline mess.
dont you have the issue of the material seams between the body and head skin for example? where you need to manually adjust subtones in the seam? because I wanted to use UDIMS to get rid of this issue, for example I made an UV material for a head and another for the neck or body, then if i want to setup a skin texture I have that seam corner giving me issues between the different materials.
I have a problem. Mine uses the same texture map for UDIM 1001 and 1002. Even when I click refresh, nothing happens it's frustrating
Hello again! Is there a way to bake diffuse from UDIM to the UDIM of the same model? Thank you!
You made the maps sperate as parts but what we will wil do if we want to send the model to game engine where you can only assign one map to one object
You assign the maps to seperate materials in that case, instead of different udim tiles
@@Dikko i am not understanding, btw the grant abbit got 300k subs and i commented pleas mention the channel dikko he is awesome because you are doing good
Thanks, best video in the topic
Thanks mate :)
hi Dikko you explaned so nice thank you:) How can we make one UV Udims tile? Can we make? And also I want to bake udims How can I make?
Really ı watched so many tutorial this subject but ı cant find. pleaseee help meee!!! I want to bake one uv tile.
lifesaver thanks alot man .
What do you mean by all the udim tiles have the interpreted as material ids?? This things is confusing me. Because when I export from substance to Blender, only part of my mesh has texture while the others are just pinkish
Oh this is an outdated statement. Before last yrs update, substance painter would do a hack where UDIM tiles would be converted to material IDs. Substance now has native UDIM support, so I need to make an update to this video.
@@Dikko oh I see thanks. Though I still have problems using this udim thingy and I don't wanna give up. Still trying to figure it out. I would love if you can help. Thanks again for the response
Hi man, thanks for tackling the subject, I´m still trying to figure it out myself. I get UDIMs are better suited for cinematic purposes, but I'm just wondering where's the difference in using a single UV with different material slots each with different resolution image textures applied to them. Is it optimization? or maybe It's just the same but made in a different way? Thank you again for sharing knowledge, stay safe.
They're essentially the same thing, the nice thing about udims however, instead of having to set up multiple materials (linking inputs, tweaking values), the UDIM system sort of does that for you where you suddenly only need one material instead of many. Theoretically it should require less calculation, and therefore improve performance because the system is no longer needing to load multiple Materials. Suddenly you only need to use a few, instead of many :)
@@Dikko I see, makes sense. Thank you for the reply!
YOU ARE THE BEST!!!
Thanks man!
Thank you!)
Great tut as always, like many others I'm getting the pink image issue beyond tile 1001 in material preview -- in render view I get the 1001 image placed correctly but then spread on the other parts of the mesh all warped. I've followed the steps so many times and am not having any success. Am about ready to just pay someone to resolve thi$...
Follow up (due to popular demand): they just worked when I restarted the project when I was going to take another crack. However the second tile 1002 texture is stretched all crazy near one seam.
Thanks so much for this super thorough explanation. Just what i needed! I guess 6 people didn't like the little err.... Aussie expressions in there mate haha!
What's the difference between udims and assigning materials for different parts for uvs?
Simplicity and organisation. Why have 10 materials when you can have 1? :)
Is is possible to add tiles down one tile? I edit files to export to a software that uses the lower tiles.
Just add more than 10 tiles, after 10 tiles it will start adding new rows.
Thanks !!
What's the difference between using UDIMs and just creating multiple materials on one model with overlapping UV's.
Nevermind you answered it later.
Hey dude ! Awesome tut I have a question. Lets say I have a model composed by multiple objects or props, to start creating UDIMS do I need to CTRL+J all of them ? or just select and start working ?
No you don't need to join them. So long as your uv Islands are not overlapping between the objects you should be fine.
@@Dikko so does that mean you need to combine UV maps across multiple objects?
@@marcuscisneros8528 They have to be organised in a way that they dont overlap, even if they are seperate objects
The only thing that stops me from using UDIMs in blender is that currently you can't bake them. UDIMs are extremely powerful because you can reduce memory usage by using UDIMs. Not so much for games of course, but great for performance while doing VFX/Film.
I see people using 16k-32k sized texture maps! This takes an extreme hit on performance inside Blender or any software. However, if you split up that into UDIMs though. The performance can be loads better with them. Still depends on the size and quantity of the UDIM tiles. Think about this, doing a few 2-4k sized maps is WAY better than actually using an 8k+ sized map.
Hopefully within a version or 2 that problem will be fixed. UDIMs arent supported with the displacement modifier either which is a drag. However for now I have no issue dealing with those shortcomings since it solves my primary problem of improving my texturing workflow.
@@Dikko Yea, would be nice to have it working in other areas. You know, if you primarily use cycles, then you don't have to worry about the displacement modifier. Wished it also worked for eevee to be honest..
Same as setting up the microdisplacement but experimental doesn't have to be on. You just need subdivisions to back up the detail.
Material properties >Settings >Surface >Displacement >Change this to Disp/Bump or Displacement.
wtf is that noise around 3:00 ???
Backing track...to save time I have fusion detect moments of silence, then increase the volume of the music. Wrong choice of song this time I think!
I was wondering also. I had to keep pausing to make sure it was the video and not a power generator about to blow.
@@button9 yeah bad choice of backing track. Luckily I found some better music!
Muito bom
Vc ensina muito bem
Parabéns pelo canal
Two of my three tiles are still pink despite changing from Single Image to Tiled / UDIM and the recreate / refresh image tile direction. Any other things I can try?
Make sure your udim textures have been properly labelled in the files?
@@Dikko 'properly labelling' is a bit vague. Mine are labelled as 'UDIMnumber_word' but when clicking refresh, it just loads the image for 1001 into all the tiles
Thanks 🙏
Make sure the number of each texture set tile is end with 1001 and etc, if not blender will not load the image, damn i dont know why substance painter naming my texture UDIM is wrong, but i manage to fix it manually by rename each texture set and its tiles..........sigh
You have saved my life, I have been slamming my head against my desk for like an hour.
feels a bit broken, why must I write to blender the number of udims -_-
It would be nice if it were automatic
@@Dikko Dikko I used udims from Mari to Blender, when I go to the uv editor I see my six udim tiles layed out.
but blender counts them as one tile and repeats my textures on all 6 Udim tiles.
when I wanna add more tiles by pressing the "+" icon its grayed out. I asked Blender discord and they didn't know what Udims are.
any help?
@@MysteryFinery are your udim textures labelled appropriately with the right suffix? 1001, 1002, 1003, etc?
@@Dikko they start from 1004 1005- should they start from 1 to 5 to work properely?
@@MysteryFinery yeah give it a go. your uvs need to be in the corresponding tile number as well though mind you.
Can Blender bake your material out to all UDIM tiles at once?
Honestly I'm not sure yet, I haven't tried.
@@Dikko ill have to try it when I get my other desktop upgrade. It would be super useful
No, it cannot do that, as of 2.83
This is the main problem I had with my approach to that.
I am using a procedual texture as a base that I wanted to bake out... and I spend _hours_ trying to get it to work... until I finally found out that Blender simply doesn't support baking to UDIMs yet.
There is a work-around, of course, where you have to move around the UVs and bake out every UDIM tile individually, and then organize them by hand. Clunky, but I feel that the utility that UDIMs provide in having a single material but still more (and varied) resolution for different parts of your mesh is worth it.
@@Groffili I had a feeling. I already move my UV layout around for my UDIMs as it is. Thanks, this is good to know
@@Groffili You could set up 2 UV map nodes - one with the UDIM set up and one with the non-udim set up, then bake out to the non udim set up? Might be worth exploring.
como exporta UDIM's para o Blender ?
you can export your model with UDIMs if thats what you're wondering.
Thaaaaaaaaaaaaaaaaaaaaaankkkkkkkkkkkksssssssssssssssss!!
#love
Thanks for the great tutorial man but that background "music" is just annoying and distracting as hell, sorry.