HOW to Make UDIMS for UNREAL ENGINE

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  • Опубликовано: 17 окт 2024

Комментарии • 30

  • @elvismorellidigitalvisuala6211
    @elvismorellidigitalvisuala6211 11 месяцев назад +1

    This is pure gold! thanks!

    • @jchave7
      @jchave7  11 месяцев назад +2

      Glad to hear 🤘🏽🥰

  • @zachpindolia
    @zachpindolia 11 месяцев назад

    Thanks for making these tutorials, helping g so much

    • @jchave7
      @jchave7  11 месяцев назад

      Glad to hear 🤘🏽

  • @lazyjpeg
    @lazyjpeg 11 месяцев назад

    thank you for all the knowledge you share on the channel jared, its all very helpful and easy to understand! Keep it up!

  • @BadManiCZ
    @BadManiCZ 10 месяцев назад

    thanks for all the great tuts!

  • @renamecard4490
    @renamecard4490 8 месяцев назад

    very helpful thanks for making this

  • @Aldebaran80
    @Aldebaran80 11 месяцев назад

    thx so much, is just that i wanted time ago.

  • @providencevfx_official
    @providencevfx_official 5 месяцев назад

    Quick question but since you haven’t touched at anything : are we agreeing that ALL the texture sets including basecolor does have a « SRGB » set to none in the virtual texture parameters ?

  • @MohdZuhair
    @MohdZuhair 11 месяцев назад +2

    If you are working with EXR here what texture compression setting in Unreal should be:
    1. Diffuse -> BC7 (DX11, optional A)
    2. Normal -> Normalmap (DXT5, BC5 on DX11)
    3. Reflection Glossiness -> Grayscale (R8, RGB8 sRGB)
    4. Reflection Color -> Grayscale (R8, RGB8 sRGB) // If it is Metal -> BC7 (DX11, optional A)
    Note: If you import an EXR, by default unreal will put the setting into HDR

  • @arupananta007
    @arupananta007 11 месяцев назад

    Excellent knowledge❤❤❤❤❤❤make more like this. Loved it

  • @erfanabdi-kt5qp
    @erfanabdi-kt5qp 10 месяцев назад

    Hello Dear Mr.Jared,
    Thank you so much for all of your amazing workflows and tutorials. They have helped me a lot. Actually, I have a problem with UDIMs for displacement maps. What I did was select an object (my creature's body) and, using the modeling toolkit, applied a displacement map. However, I received an error saying that virtual texture should be disabled. Is there a way to get height maps working for the UDIM workflow?

  • @Veritanky
    @Veritanky 5 месяцев назад

    Writing for posterity of others- i have edited/named textures myself in unreal convention but for some reason only 1001 one was visible- not others. What i had to do is to reapply all textures again in substance painter- but before ive chose udim option in making project section NOT legacy. Then ive exported it as packed unreal textures and it worked.

  • @cesartfilms
    @cesartfilms 8 месяцев назад

    Excellent video, tank's

  • @endizero
    @endizero 11 месяцев назад

    some of it piece i still haven;t get yet.amazing tip. 3M topology. damn . my pc death

  • @rmumof
    @rmumof 7 месяцев назад

    Hi,I have a question about the performance of materials when it comes to UDIM. When I look at the processing load, the load is high at 650Instruction.
    What do you think when comparing the processing load for UDIM materials versus traditional multiple materials?

    • @jchave7
      @jchave7  7 месяцев назад

      I don’t play attention to instruction counts on personal work 🤷🏽

    • @rmumof
      @rmumof 7 месяцев назад

      @@jchave7 I see,thanks reply.

  • @granul555
    @granul555 11 месяцев назад

    I have a material with regular texture nodes. Can I somehow convert them to virtual?

  • @Some_one11237
    @Some_one11237 7 месяцев назад

    I didn't understood, you zremesh then subdiv 1 to Maya far uv, then you put back in zbrush the model with uv and how you manage to split and decimate without changing the uvmap?

    • @jchave7
      @jchave7  7 месяцев назад +1

      I don’t need to retain UVs on a decimated mesh.

    • @Some_one11237
      @Some_one11237 7 месяцев назад

      @@jchave7 then marmoset use the decimate as cage for baking on the other mesh uv?

  • @jan_sieber
    @jan_sieber 11 месяцев назад

    So you export your high poly directly from zBrush? What about displacement maps?

    • @jchave7
      @jchave7  11 месяцев назад

      I don’t use em for game characters. I didn’t use em for this project. Wanted to but never got around to testing it.

    • @jan_sieber
      @jan_sieber 11 месяцев назад +1

      @@jchave7 yea I do my characters just for static renders as well. But thought that the renderers handle a lowpoly mesh better, and using displacement maps to drive subdivision levels.
      But I never tried, straight with a highpoly mesh. So awesome job👍🏼

  • @MrAsag
    @MrAsag 11 месяцев назад

    nice

  • @dubtube6691
    @dubtube6691 5 месяцев назад

    does somebody know how to export udim textures from unreal?

  • @leoguy2463
    @leoguy2463 9 месяцев назад

    Can someone explain to me what "UDIMS" is?

    • @Aldebaran80
      @Aldebaran80 9 месяцев назад +2

      when you make UV's for a model to texture, you use one space U for Under and V for vertical from 0 to 1 in a square, the problem is when you have a complex model or a big model with multiple pieces, when you unwrap all the UV's you don't have enough space to put all in that square and have a good resolution, yes, you can put all in one square but with a very low texture resolution, this case is when you need more space to make high res textures... the UDIM is when you use more space than the 0 to 1 value, you can use more squares and distribute the UV's with a good resolution because you have more space, you can put all the squares that you want but it costs more memory... but is the only way if you want a very good model for a portfolio, for example...

    • @leoguy2463
      @leoguy2463 9 месяцев назад

      @@Aldebaran80 thank you so much!