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 ?
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
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?
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.
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?
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 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👍🏼
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...
This is pure gold! thanks!
Glad to hear 🤘🏽🥰
Thanks for making these tutorials, helping g so much
Glad to hear 🤘🏽
thank you for all the knowledge you share on the channel jared, its all very helpful and easy to understand! Keep it up!
thanks for all the great tuts!
very helpful thanks for making this
thx so much, is just that i wanted time ago.
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 ?
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
Excellent knowledge❤❤❤❤❤❤make more like this. Loved it
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?
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.
Excellent video, tank's
some of it piece i still haven;t get yet.amazing tip. 3M topology. damn . my pc death
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?
I don’t play attention to instruction counts on personal work 🤷🏽
@@jchave7 I see,thanks reply.
I have a material with regular texture nodes. Can I somehow convert them to virtual?
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?
I don’t need to retain UVs on a decimated mesh.
@@jchave7 then marmoset use the decimate as cage for baking on the other mesh uv?
So you export your high poly directly from zBrush? What about displacement maps?
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.
@@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👍🏼
nice
does somebody know how to export udim textures from unreal?
Can someone explain to me what "UDIMS" is?
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...
@@Aldebaran80 thank you so much!