I've not messed around with UDIMs before (Quake, Duke and Doom modder!). This was a life-saver to explain how the process worked between painter and blender. Thank you!
Desperate ask I have everything set up the same way as far as I can tell. I have 3 Tiles, all showing up in blender, everything unwrapped and arranged on them. I export an FBX and the geometry seems fine, however when I create the Substance Painter project, I have no tiles all of a sudden. The UV unwrapping and arrangement of islands look identical from that of blender, but all the islands that should be on other tiles are floating out of bounds instead. Things I know aren't it: - I have Use UV Tile Workflow checked in the new SP project window - I have the Tiled Image saved and set up correctly (all tiles show up in the side window with the correct UV data, and in blender it renders just fine) Things I suspect, but don't know how to correct if they are the problem: - The model isn't connected entirely. There are a few parts of the model that are floating, unclosed geometry, such as polygon hair on the character, eyes, etc. These cannot be simply attached but I'm concerned that somehow that prevents me from being able to use one material with Tiled textures. If anyone has anything for me to try I REALLY appreciate it! Even if I've already tried! I will try again because I'm at a point that I just need hope I can make this work
Very handy. Finally got the hang of this workflow. I don't think you need to refresh images anymore. Seems like they've fixed that since this was published but everything else still works the same. I also just let substance auto-unwrap and it all still worked correctly.
I have created some hand-painting in Blender on my object (a dog model). How do I export my Image map (created in Blender) to Substance Painter? I would like to be able to go back and forth between the two programs. Aslo, I have separate objects of the dog, Teeth, gums, tongue, and eyeballs, do I need to save the image maps separately in Blender? Thanks.
Thanks for tutorial but what if I have building 2 UV sets one for tiling UV and second one for normal map details from zbrush and I want import both up sets to substance painter any tutorial explain this or can give me hint for that😊?
I import the Udims like in the video and still importing in different places, is an entire outfit, all in 1 model and even the UV's are in the same box... X.X
This doesn't work for me, I keep getting a UDIM vertex error on any import I try in SP. "Mesh 'Mesh' has a vertex in an invalid UDIM tile: 0, -1". Tried export out as OBJ and FBX formats. The only thing is, I'm using SP 2020 because I won't buy a replacement until newer versions go on sale.
ok, you may ignore my question from the ask John video comments😆. THANK YOU John for sharing so much knowledge
I've not messed around with UDIMs before (Quake, Duke and Doom modder!). This was a life-saver to explain how the process worked between painter and blender. Thank you!
you are very welcome Owen.
gracias me salvaste la vida , videazo 10/10
Thanks! This is something not too many ppl cover.
Desperate ask
I have everything set up the same way as far as I can tell. I have 3 Tiles, all showing up in blender, everything unwrapped and arranged on them. I export an FBX and the geometry seems fine, however when I create the Substance Painter project, I have no tiles all of a sudden. The UV unwrapping and arrangement of islands look identical from that of blender, but all the islands that should be on other tiles are floating out of bounds instead.
Things I know aren't it:
- I have Use UV Tile Workflow checked in the new SP project window
- I have the Tiled Image saved and set up correctly (all tiles show up in the side window with the correct UV data, and in blender it renders just fine)
Things I suspect, but don't know how to correct if they are the problem:
- The model isn't connected entirely. There are a few parts of the model that are floating, unclosed geometry, such as polygon hair on the character, eyes, etc. These cannot be simply attached but I'm concerned that somehow that prevents me from being able to use one material with Tiled textures.
If anyone has anything for me to try I REALLY appreciate it! Even if I've already tried! I will try again because I'm at a point that I just need hope I can make this work
really helpful thanks! like and subbed
thank you for this tutorial, now I can say the I have a good understanding of UDM.
thanks again man .
thank you for the video!!
you made me smile at 1:35
Very handy. Finally got the hang of this workflow. I don't think you need to refresh images anymore. Seems like they've fixed that since this was published but everything else still works the same. I also just let substance auto-unwrap and it all still worked correctly.
right! i just checked it myself. no need to refresh images
Very useful video thanks!
Thank you so much, exactly the answer I was looking for
Glad I could help!
잘 보고 갑니다. 감사합니다.
I have created some hand-painting in Blender on my object (a dog model). How do I export my Image map (created in Blender) to Substance Painter? I would like to be able to go back and forth between the two programs. Aslo, I have separate objects of the dog, Teeth, gums, tongue, and eyeballs, do I need to save the image maps separately in Blender? Thanks.
Thanks for tutorial but what if I have building 2 UV sets one for tiling UV and second one for normal map details from zbrush and I want import both up sets to substance painter any tutorial explain this or can give me hint for that😊?
hello) I didn’t understand how to add a separate texture to each tile) can you tell me?
Very well explained. This helped me out! Thank you! :)
Thanks!
No problem!
I import the Udims like in the video and still importing in different places, is an entire outfit, all in 1 model and even the UV's are in the same box... X.X
Really helpful. Thank you !
You're most welcome
Thank y ❤️ u
IT WORKS! THANK U
thank you very much!!
Im not able to refresh my UDIM tiles so that the texture can reset. Any suggestions?
Is there any documentation about what the texture naming convention should be?
Bit late but, the naming convention is listed in the node wrangler plugin, and you can add specific keywords into the plugin to match your workflow
This doesn't work for me, I keep getting a UDIM vertex error on any import I try in SP. "Mesh 'Mesh' has a vertex in an invalid UDIM tile: 0, -1". Tried export out as OBJ and FBX formats. The only thing is, I'm using SP 2020 because I won't buy a replacement until newer versions go on sale.
g>x>1 = move your mesh over exactly one UDIM space.
Great video! :) Thanks alot
Glad you liked it!