Introduction to UDIMs in Blender

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  • Опубліковано 20 чер 2024
  • In this video, Juan Hernandez gives an introduction to the UDIM workflow in Blender, for getting more texture details on your 3D models. We will take a look at the basics you need to know, to properly understand this technique, with practical examples of how this can be useful, and when other solutions can be more effective.
    COURSES & EBOOKS
    ⇨ Blender Shortcut PDF (free - email required): bit.ly/cgboost-resources04
    ⇨ Blender Launch Pad course: bit.ly/b3d-launch-pad04
    ⇨ Cubic Worlds course: bit.ly/cubic-worlds-3
    ⇨ Master 3D Environments in Blender course: bit.ly/b3d-environment-course04
    ⇨ Substance Painter Launch Pad course: bit.ly/substance-painter-course03
    ⇨ Blender Secrets E-book (affiliate): gumroad.com/a/436106355
    LINKS
    ⇨ Juan's Artstation: www.artstation.com/donchuan3d
    CHAPTERS
    00:00 - Intro
    00:18 - Video overview
    01:31 - Theory
    04:08 - UDIM setup
    05:53 - Layout UVs
    06:30 - Organic models
    08:29 - High poly models
    09:48 - Easy material editing
    10:51 - Unplanned changes
    12:25 - Painting setup
    13:11 - Blender setup
    14:30 - Texturing softwares
    14:43 - Substance Painter
    15:00 - Quixel Mixer
    15:31 - Substance painter launchpad
    15:51 - High frequency details
    17:04 - Procedural shading
    17:55 - Too many UDIMs
    18:28 - Movie examples
    19:24 - UV checker
    19:45 - Outro
    JUANS SYSTEM
    CPU: AMD Ryzen 9 3900X 12-core processor
    GPU: Nvidia RTX 2070 Super
    RAM: 64 GB
    FOLLOW CG BOOST
    ⇨ Facebook: / cgboost
    ⇨ Twitter: / cgboost
    ⇨ Instagram: / cg_boost
    ⇨ Web: cgboost.com/
    #b3d #texturing #udims

КОМЕНТАРІ • 212

  • @mitchf.6990
    @mitchf.6990 Рік тому +137

    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)

    • @cgboost
      @cgboost  Рік тому +3

      Thanks for the update

    • @tovermoran4360
      @tovermoran4360 Рік тому +1

      THANK YOU :)

    • @da_drood-digitalart
      @da_drood-digitalart Рік тому +2

      Thanks for the info, though i still can't find it in overlays dropdown menu either :( using Blender 3.4.1

    • @wanderingthedesert5599
      @wanderingthedesert5599 Рік тому +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.

    • @Tiki_Media
      @Tiki_Media Рік тому +13

      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.

  • @PedroMarinM
    @PedroMarinM 3 роки тому +37

    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!

    • @cgboost
      @cgboost  3 роки тому

      Awesome, glad it helped! - Juan

  • @sharonshajahan4376
    @sharonshajahan4376 3 роки тому +31

    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.

  • @ClutchGen
    @ClutchGen 3 роки тому +2

    Very informative, great presentation. Thanks Juan and CG Boost Team!

  • @scatterbrainart
    @scatterbrainart 2 роки тому +2

    Your video explains so much. This is a wildly efficient method of texturing according to level of detail. Thank you!

  • @galdocstutorials
    @galdocstutorials 2 роки тому +1

    Clear, succinct, informative, comprehensive. Outstanding tutorial. Thank you. :)

  • @HammerdownProtocol
    @HammerdownProtocol 2 роки тому

    A one stop UDIM shop. Thank you, very much. I've not used them since 2011, so the recap was very helpful.

  • @SirEatsCrackAlot
    @SirEatsCrackAlot 3 роки тому

    THANK YOU SO MUCH! I've been trying to figure this out for so long. You are the best!

  • @nicholaswillis8202
    @nicholaswillis8202 7 місяців тому

    Thank you. This is very concise, organized, and covers all of the things I wanted to know!

  • @KiRsLLe
    @KiRsLLe 4 місяці тому

    Incredible video!!! Thank you very much for your dedication and attention.

  • @nightlyknight7970
    @nightlyknight7970 3 роки тому +1

    Great and understandable video, thanks! And thanks for the tips!

  • @fullyleaded
    @fullyleaded 2 роки тому

    Beautifully explained. Thank you.

  • @IstyManame
    @IstyManame Рік тому +1

    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!

  • @princedas315
    @princedas315 3 роки тому +4

    every time cg boost post something I learn something new, thanks cg boost

  • @philmehrart
    @philmehrart Рік тому

    This is a great explanation, you're a very good tutor. Thanks!

  • @BlenderFan
    @BlenderFan 3 роки тому

    Thanks for showing this very helpful video and happy blending with blender.

  • @rsg-digital
    @rsg-digital 3 роки тому

    Very good explanations. Thanks

  • @RoiDeMai
    @RoiDeMai 5 місяців тому

    Fantastic tutorial, thanks!

  • @michaelbackus7107
    @michaelbackus7107 Рік тому +13

    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.

    • @SkrapProductionsLLC
      @SkrapProductionsLLC Рік тому

      Please provide sources for the information you provided in the first paragraph.

  • @langley8418
    @langley8418 3 роки тому +3

    What a great, clear, and thorough video! Love it

    • @cgboost
      @cgboost  3 роки тому

      Thanks for the comment, I appreciate it! - Juan

  • @GERMZ-GAMING
    @GERMZ-GAMING 3 роки тому

    AWESOME!! I had no idea how to use this but thanks you guys I can finally use 1% of it's POWER!!!

  • @amini011
    @amini011 Рік тому

    Thanks man, quickly helped me out.

  • @3dsagetv
    @3dsagetv 3 роки тому +1

    This is very helpful,thanks a lot

  • @danielnewton2390
    @danielnewton2390 2 роки тому

    THank you ! this is unbelievably helpful!

  • @farzanehtavakoli9491
    @farzanehtavakoli9491 2 роки тому

    best intro to UDIMS, thank you

  • @procrastinator24
    @procrastinator24 Місяць тому

    Awesome! Thank you!

  • @pierrerasamoela4761
    @pierrerasamoela4761 Рік тому

    Excellent tuto!!! ❤

  • @Kalificus
    @Kalificus 3 роки тому +12

    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!

  • @gil6657
    @gil6657 2 роки тому

    Great presentation!!!

  • @JJforYoutube
    @JJforYoutube 8 місяців тому +1

    2 years in blender and i’m just learning this now

  • @CRogers
    @CRogers Рік тому +31

    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!

    • @cgboost
      @cgboost  Рік тому +2

      Thank you so much for the tip!

    • @CRogers
      @CRogers Рік тому +2

      @@cgboost took me a full hour to find it. :P

    • @cgboost
      @cgboost  Рік тому

      @@CRogers totally feel your pain, had the same issue when the new version came out 😅
      ~ Masha

    • @meh2063
      @meh2063 Рік тому +1

      ​@@cgboost
      Yeah these silly changes made learning blender feel like masochism as much of the learning material is different from the latest version

    • @cgboost
      @cgboost  11 місяців тому

      @@meh2063 I guess that's the price we have to pay for the fast development and all the nice new features 😅
      ~ Masha

  • @Salt_CoffeeZ
    @Salt_CoffeeZ 3 роки тому +1

    Thanks for sharing it.

  • @equinox6229
    @equinox6229 2 роки тому +3

    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.

    • @cgboost
      @cgboost  2 роки тому

      We're glad you like it :)
      ~ Daniel

  • @TommyLikeTom
    @TommyLikeTom 3 роки тому

    Awesome, thank you

  • @spacekitt.n
    @spacekitt.n 5 місяців тому

    amazing art

  • @videojournal2236
    @videojournal2236 3 роки тому

    Ty so much! Best udim content to date.

  • @l.3626
    @l.3626 Рік тому

    great video man, thank you! no questions

  • @marcocenteno2001
    @marcocenteno2001 3 роки тому

    Excellent video

  • @BadTeacherUA
    @BadTeacherUA 3 роки тому

    Actually, great tutorials!

  • @knucklesbyname
    @knucklesbyname Рік тому

    Omg… dude you are amazing. Thank you

  • @ShebanFPV
    @ShebanFPV Рік тому +1

    Great tutorial, thank you very much! Could you possibly make a step by step tutorial how to set up and pack udims?

  • @fortunato1957
    @fortunato1957 2 роки тому

    Good stuff! I could not understand the whole thing at once. I will watch it again.

  • @fahim618
    @fahim618 3 роки тому

    Super useful 👍 thanks

  • @ecstasy6913
    @ecstasy6913 3 роки тому +1

    Wow this is new, thanks

  • @sridharm1372
    @sridharm1372 2 роки тому

    thanks bro I learned a lot today

  • @begalooloo
    @begalooloo 3 роки тому +4

    i really loved the rigging system you have used for the creature any idea how to set it up

  • @connormichalec
    @connormichalec 3 роки тому +1

    Helpful tut thx

  • @spencerbigum1309
    @spencerbigum1309 2 роки тому +3

    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!

  • @dr.pixels
    @dr.pixels 3 роки тому +1

    Really good content

  • @rossknowles5608
    @rossknowles5608 3 роки тому

    excellent!

  • @blenderzone5446
    @blenderzone5446 3 роки тому

    GREAT!

  • @CherylynnLima
    @CherylynnLima 2 місяці тому

    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.

    • @cgboost
      @cgboost  2 місяці тому

      Thank you so much for the tip!
      ~ Masha

  • @owenlloyd2528
    @owenlloyd2528 Рік тому

    Thank you

  • @TalhaRiaz197
    @TalhaRiaz197 2 роки тому

    We need a youtuber like you

  • @onurdemir5536
    @onurdemir5536 2 роки тому

    This is very helpful

  • @LondonTessaAngelit
    @LondonTessaAngelit 2 роки тому

    OMFG I wish I had known about this. Like why does no tutorials ever talk about this. Holy crap thank you!

  • @niemanickurwa
    @niemanickurwa 2 роки тому +2

    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.

    • @cgboost
      @cgboost  2 роки тому

      Check our Substance painter course, if that fits your needs.
      ~Egon

    • @niemanickurwa
      @niemanickurwa 2 роки тому

      @@cgboost Sure you have a link?

  • @kolkutta
    @kolkutta 3 місяці тому

    Thanks Bro

  • @anthonyoxel
    @anthonyoxel Рік тому

    gracias de verdad muchas gracias

  • @ronitresidency8507
    @ronitresidency8507 3 роки тому

    thankx

  • @alexandrebelisle7664
    @alexandrebelisle7664 3 роки тому +12

    i don't understand any of this yet lol but once i am more knowlegable in blender this will be very helpfull thank you :)

    • @socialistaamador
      @socialistaamador 3 роки тому +1

      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. =)

    • @CelestialxPanda
      @CelestialxPanda 3 роки тому

      Same
      😂🤣 p

  • @zian.2493
    @zian.2493 3 роки тому

    Nice blender

  • @ngontri9921
    @ngontri9921 3 роки тому +1

    Cool

  • @joseservin5116
    @joseservin5116 3 роки тому +1

    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?

  • @albanl8979
    @albanl8979 6 місяців тому

    Bro that laiho signature is modeled to perfection ! Is it straight blender modeling or did you use something like plasticity ?

  • @sathyanarayanan100
    @sathyanarayanan100 3 роки тому +6

    When is your Character Creation course coming out cant wait !!!!!

    • @praj293
      @praj293 3 роки тому

      SAME

    • @AliHaider-gy6xt
      @AliHaider-gy6xt 3 роки тому

      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

    • @alberteinstein126yearsago3
      @alberteinstein126yearsago3 3 роки тому

      I think
      Never

    • @cgboost
      @cgboost  3 роки тому

      Hi! I'm aiming for this summer, hopefully soon we can release more info. Thanks for asking 😁 - Juan

  • @arlanvdp3616
    @arlanvdp3616 2 місяці тому

    omg thanksksksks

  • @peterrandall6761
    @peterrandall6761 2 роки тому +2

    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?

  • @MuhammadUmar-gm3sh
    @MuhammadUmar-gm3sh 3 роки тому

    Please making tutorial on character rigging

  • @HubertKnoblauch3DContentOnline
    @HubertKnoblauch3DContentOnline 3 роки тому

    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?

    • @cgboost
      @cgboost  3 роки тому +3

      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

    • @HubertKnoblauch3DContentOnline
      @HubertKnoblauch3DContentOnline 3 роки тому

      @@cgboost thanks very much!

  • @twistedwizardry5153
    @twistedwizardry5153 3 роки тому

    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!

    • @cgboost
      @cgboost  3 роки тому

      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

  • @thomasluk4319
    @thomasluk4319 Рік тому

    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

  • @maxmuller6078
    @maxmuller6078 Рік тому

    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.

    • @cgboost
      @cgboost  Рік тому +1

      Baking UDIMs is now natively supported since Blender 3.3.

  • @abhijit3d627
    @abhijit3d627 3 роки тому

    Sir, your environment course will come in any discount? Any discount coupon for us? Please reply.

    • @cgboost
      @cgboost  3 роки тому

      Hi, since the course is still in early access, there is a promo code listed on the website: academy.cgboost.com/p/master-3d-environments-in-blender/

  • @hotsauce7124
    @hotsauce7124 Рік тому

    Is there a good Blender Add_On to bake UDIM IDs, Occlusion, Normals, and Curvature in a few clicks?

  • @kz3dart
    @kz3dart Рік тому

    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 .

    • @cgboost
      @cgboost  Рік тому

      Not every update is for better ;-)
      ~Egon

  • @rodgar3759
    @rodgar3759 3 роки тому

    What's the difference between using UDIMs with using many shaders?

  • @technobridge7136
    @technobridge7136 3 роки тому +1

    🙏

  • @growupempresas3698
    @growupempresas3698 2 роки тому

    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

    • @cgboost
      @cgboost  2 роки тому +1

      Yes, UDIMs can now be baked in the latest version of Blender.

    • @growupempresas3698
      @growupempresas3698 2 роки тому

      @@cgboost Thank you

  • @Rampatuolistani
    @Rampatuolistani Місяць тому

    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!

    • @cgboost
      @cgboost  Місяць тому

      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

    • @Rampatuolistani
      @Rampatuolistani Місяць тому

      @@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.

  • @Rin8Kin
    @Rin8Kin 2 місяці тому

    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.

  • @jujuboohoo
    @jujuboohoo 3 роки тому

    #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.

    • @cgboost
      @cgboost  3 роки тому +4

      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

    • @jujuboohoo
      @jujuboohoo 3 роки тому +2

      @@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!

  • @eduarte0214
    @eduarte0214 Рік тому

    Great explantion.
    How can I unwrap directly to, lets say, Tile 1002 instead of 1001 and then relocate it to 1002?

    • @cgboost
      @cgboost  Рік тому +1

      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

    • @eduarte0214
      @eduarte0214 Рік тому

      @@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?

    • @cgboost
      @cgboost  Рік тому +1

      @@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

    • @eduarte0214
      @eduarte0214 Рік тому

      @@cgboost Thanks

    • @cgboost
      @cgboost  11 місяців тому +1

      @@eduarte0214 you're welcome!

  • @jaymes93
    @jaymes93 2 роки тому

    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

  • @Justathereptile
    @Justathereptile 2 роки тому

    is there a way to keep the uv dms when importing a modek back to Zbrush for detail projection?

    • @cgboost
      @cgboost  2 роки тому

      I guess this should be possible if ZBrush can read UDIMs and if your export format supports UDIMs as well.

  • @philippnurnberg5245
    @philippnurnberg5245 3 роки тому

    19:14 holy moly, 1000 UDIMs. Well, on the other side the Jaegers are gigantic.

    • @cgboost
      @cgboost  2 роки тому

      Holy moly indeed! - Juan

  • @iDentityUS
    @iDentityUS 3 роки тому

    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
      @cgboost  3 роки тому

      Hi! how exactly are you exporting to Unreal? also how are you making your textures in Blender?

    • @iDentityUS
      @iDentityUS 3 роки тому

      @@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.

  • @QuickDeath02
    @QuickDeath02 2 роки тому

    every UV grid can have its own image texture resolution or does it have to be uniform across the board?

    • @cgboost
      @cgboost  2 роки тому +1

      Yes, every tile can use different texture size and this different texel density.
      ~Egon

    • @QuickDeath02
      @QuickDeath02 2 роки тому

      @@cgboost thanks for replying! Really appreciate the info on UDIMs and textures. Helped me a lot!

  • @EvgenyMeshkov
    @EvgenyMeshkov 2 роки тому

    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.

    • @cgboost
      @cgboost  2 роки тому +1

      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

  • @fernandodossantos6619
    @fernandodossantos6619 2 роки тому

    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

  • @nicolamennillo
    @nicolamennillo Рік тому

    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)

    • @cgboost
      @cgboost  Рік тому +1

      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

    • @nicolamennillo
      @nicolamennillo Рік тому

      @@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

    • @cgboost
      @cgboost  Рік тому

      @@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

  • @yapanwolf
    @yapanwolf 2 роки тому

    ok i know what udim is but what is the workflow to deal with multiple obejcts, how many tiles do i nead, how big they should be? can i unwrapp all the textures and tile them automaticly with uvpackmaster? do U have any tutorial about it?

    • @cgboost
      @cgboost  2 роки тому +1

      We might have in the future. It is true that there are more factors on how to use UDIMs.
      ~Egon

  • @xetra1155
    @xetra1155 Рік тому

    are UDIM's only useful for character models? I am building a house model? Does it make sense there?

    • @cgboost
      @cgboost  Рік тому

      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.

  • @aussieraver7182
    @aussieraver7182 Рік тому

    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.

    • @cgboost
      @cgboost  Рік тому

      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

  • @matzychompchomp
    @matzychompchomp 3 роки тому

    For some reason I always end up with visible seams between udims. Usually in the baked normal or height maps in substance printer.

    • @cgboost
      @cgboost  3 роки тому

      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

  • @3DFI_officials_
    @3DFI_officials_ 3 роки тому

    Can you help me that how can I use udims in game engines to optimize or how to use udims for game characters ?

    • @Fe7Ace
      @Fe7Ace 3 роки тому +1

      I have handled many AAA game asset on only a fan basis, e.g. extracting and playing around with hero characters and weapons from modern game files. I haven't seen any ones that use UDIM so far! It is common for them to use about 4-10 concurrent texture sets on a character, with variable resolution between the sets, but in every case I seen they just use materials to separate them instead.
      UDIMs aren't unique in that regard - you can still have your 4k face with 2k shoes and 1K backpack straps - but material separation seems to have advantages over UV separation when variable cosmetic skins are involved. Devs may happily add different procedural or tilable elements between cosmetic skins or change shader-level settings which justify separate materials anyway. There are other reasons too, like how game assets are made to be regarded by player-controlled view so an abstract imbalance of resolution is pointless unlike with a directed camera shot.
      As far as I can tell UDIMS aren't a optimization philosophy rather just an alternative workflow for efficient texturing, that may or may not be appropriate or even efficient for something.

    • @3DFI_officials_
      @3DFI_officials_ 3 роки тому

      @@Fe7Ace thanks for help 🙌 I am working on my own game with a small team of my friends..... So i just wanted to know should I go for udims bake uv or materials thanks for the answer.

    • @cgboost
      @cgboost  3 роки тому

      Thanks @Nikola Wiche for the answer. I focus mainly characters for feature animation or series, so I dont have much experience with game assets. But from what I understand, UDIMs are here to reach huge amounts of detail - which can be handled without problems in rendering, but games need to keep things real time and loading times fast, and having 10 times more texture files for gaming is not very effective. I guess they might be some exceptions but I believe that the main reason some game engines support UDIMs, is for game cinematics rendered in such engine, in that case, no one cares if it is not 100% real-time. You can have some lag but still able to render shots quickly.

    • @3DFI_officials_
      @3DFI_officials_ 3 роки тому +1

      @@cgboost thank you!!! now I had a complete workflow how I have to work. Thanks a lot and as always you guys are amazing !!!

  • @erlienfrommars
    @erlienfrommars Рік тому +1

    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.

    • @cgboost
      @cgboost  Рік тому

      Good point, but Blender's development is moving fast forward and it is not easy to update every video :)

  • @attilaramirez3147
    @attilaramirez3147 2 роки тому

    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

    • @cgboost
      @cgboost  2 роки тому

      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

  • @letomaneteo
    @letomaneteo 11 місяців тому

    hello) I didn’t understand how to add a separate texture to each tile) can you tell me?

    • @cgboost
      @cgboost  9 місяців тому

      In the current version of Bledner you do it in the right panel (accessible with N shortcut) in the Image tab. There is a UDIM Tiles section where you can add and fill the new images for UDIM tiles. When you save them they will receive the udim number at the end of the name (they will all be saved at the same time). Then you can edit them in external programs if you want. If you want to load pre-existing images to UDIMs - they just need to follow that naming convention and you can select UDIM tiles as the source in the Image section of that tab and load them from disk. There's also a reload button there if you want to update the images after tweaking in an external editor.

    • @letomaneteo
      @letomaneteo 9 місяців тому +1

      @@cgboost Thanks for the answer. But, unfortunately, the logic is not clear to me. Excuse me. The image is set only on the first UDIM tile, and on the rest - either a grid or a black background. Accordingly, the textures are also only for 2001 tile. I asked how I could set the texture on each tile. When you select the image for 2002 and the rest of the UDIM tiles, nothing is displayed, but either a grid or a black forn or nothing. Thank you.

    • @cgboost
      @cgboost  9 місяців тому

      @@letomaneteo When you add a new file from the right panel (from the image tab - where you need to set the source as UDIM Tiles, then in the UDIM Tiles section - using that little plus sign to add a tile) it should fill the new tile with an image. Also when you already have separate files you want to use on the tiles you can load them to the grid from that image panel (accessible by pressing N). In order to control to which tile each image go - they need to be named accordingly (ending with the tile number as suffix of the filename)

  • @MysteryFinery
    @MysteryFinery 3 роки тому

    would love to know how to work from mari to blender, can't get it to work -_-

    • @cgboost
      @cgboost  3 роки тому

      Thanks for the suggestion! I work with Mari but I haven't seen much people from the community use it (honestly no one so far 😅) , so I wasn't sure anyone would be interested in the topic. What exactly is the issue? - Juan

    • @MysteryFinery
      @MysteryFinery 3 роки тому

      @@cgboost I would imagine not many work with it who works with blender. Because all blender users know little of udims.
      I would like to take xyz maps to blender somehow. Yo set them up and render.

    • @cgboost
      @cgboost  2 роки тому

      Yeap, also Mari is a more expensive alternative so that lowers the number of users a bit. Understood, well the thing about XYZ maps is that it's not just about applying it, but also about properly projecting all the information to the model, and projections are one of the things where Mari excels, thanks to its painting buffer, it's very flexible. I haven't heard of many people interested but I could do a blog or something! - Juan