How to use UDIM's inside Unreal Engine - Maximize your Texture Resolution in 5 minutes!

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  • Опубліковано 29 січ 2025

КОМЕНТАРІ • 73

  • @jso19801980
    @jso19801980 Рік тому +3

    i could tell by the way you constantly gave credit to joe this channel was legit

  • @TheGrrson
    @TheGrrson Рік тому +1

    VERY helpful. Thanks for this video!

  • @garthshadow2516
    @garthshadow2516 Місяць тому

    Saved my life. Thanks!

  • @araskuzucu3456
    @araskuzucu3456 2 роки тому +1

    I discovered this channel today and love it ! Keep it up like that

  • @Groobaby
    @Groobaby 2 роки тому +8

    the music in the background is a bit loud btw, it would help to lower the volume in future videos. otherwise, really great video! absolutely digging your straight-forwardness.

    • @QuinnKuslich
      @QuinnKuslich  2 роки тому +1

      Damn I’ll make sure to fix that in the next one

  • @peterallely5417
    @peterallely5417 2 роки тому

    Keep making stuff dude, I’m subbed.

  • @teodorivanov7405
    @teodorivanov7405 2 роки тому +2

    That's insanely usefull stuff! Thank you!!

  • @RahlSilver
    @RahlSilver 2 роки тому

    Thank you brother, this was really helpful!

  • @foxxuu
    @foxxuu Рік тому +1

    Why do you have to use only the 1001 mesh? How does unreal get the info from the other textures and maps?

  • @halfsvrarcade
    @halfsvrarcade 9 місяців тому

    I have a few UDIMs in my Unreal 4.27 VR game and considering using more to lower draw calls, but I haven't seen any detailed information online about actual performance implications of using UDIMs.

  • @modz7014
    @modz7014 2 роки тому +2

    Is this workflow good for games? i heard they use this for movies, but for games if you use this process a lot this will be bad for performance right? nice video by the way, thanks

    • @QuinnKuslich
      @QuinnKuslich  2 роки тому +9

      So far they work pretty well, my team and I are using it in our VR game. For all of our characters, and we’re running at 90 frames

  • @emo5922
    @emo5922 Рік тому

    did virtual texture support opacity channel with udim tiles?

  • @megangriib2604
    @megangriib2604 2 роки тому +3

    So let me get my head around this, when you've set up your material in UE5, the final result still only uses 4 textures? Or does it use more textures, but you're able to use a lower resolution because the UDIM's allow you to make your UVs bigger? I'm trying to work out the best way to work around texture limits so have to reduce the number/size of textures I have.

    • @johnjohns8863
      @johnjohns8863 Рік тому +2

      See a game like gta5 the whole gta 5 map textures are on 1 big udm called a atlas so yea its calling 1 base color 1 normal 1 roughness ect instead of calling thousands of individual uv maps , so yea it save a lot by only calling 1 big atlas udm map instead of thousands

  • @Mjbrowngraphics
    @Mjbrowngraphics 2 роки тому +1

    I have a problem, I have done as the tutorial suggested however my material is only applying the first udim tile correctly, it is not linking the rest of the udim tiles from the folder (1002,1003 etc,etc). Any help would be appreciated

    • @Mjbrowngraphics
      @Mjbrowngraphics 2 роки тому +1

      Edit: i have figured out the problem, i did choose the "preserve udims" (paraphrasing but its something like that) setting when i created the project in substance painter, it works now

  • @Glorious_Deccan
    @Glorious_Deccan Рік тому

    Does UDIM support on android packaging ue5?

  • @TheLudonline
    @TheLudonline 2 роки тому +1

    i think it's the most understable video for a noob like me.
    But i still have a problem, i have a "ehight map" and i don't know what to do with it on the node, any clue ?
    Thanks !

  • @rezagholipour
    @rezagholipour Рік тому

    thank you so much

  • @peterallely5417
    @peterallely5417 2 роки тому

    Another note, some suuuuper beginner Vr dev stuff would be great. Peeps will lap that up.

    • @QuinnKuslich
      @QuinnKuslich  2 роки тому

      What did you have in mind? Standard pickups, Game Design? A lot of VR development tends to get complex simply due to dealing with all of the objects needing scripting so the player can interact with them. I did want to create some locomotion tutorials those would be pretty simple.

  • @johnjohns8863
    @johnjohns8863 Рік тому

    1 new thing after another beautiful time to be developers

  • @Shinobubu
    @Shinobubu Рік тому

    UDIM's are great in that you still only use 1 material instead of multiple materials per set. so you only expend 1 draw call

  • @elivano1
    @elivano1 2 роки тому

    gracias hermano me sirvio demasiado seguire tu canal para mas tutos

  • @north6935
    @north6935 2 роки тому

    how viable are UDIMs when it comes to runtime for games, are they not very expensive?

  • @Tenchinu
    @Tenchinu 2 роки тому

    amazing tut... but, would this workflow function with UE5?

    • @QuinnKuslich
      @QuinnKuslich  2 роки тому

      It should by all means work inside UE5

  • @srod8509
    @srod8509 2 роки тому

    Thank you

  • @qaztim11
    @qaztim11 Рік тому +2

    Are UDIMs cost-effective to use in real time games? Or are they too processing intensive?

    • @petertremblay3725
      @petertremblay3725 Рік тому +1

      Using UDIMs for realtime rendering is massive overkill and will quickly eat through your GPU memory budget. You might want to reconsider the detail that you're putting into your textures. If you have a large asset that needs more than a 4k texture consider splitting it up. For example a large building, you could split it up into multiple face-sets with their own material assignments and texture maps.

    • @qaztim11
      @qaztim11 Рік тому +1

      @@petertremblay3725 Thanks for the reply, i got hired after this post and i learned the hard way that UDIMs are not that cost efficient for production.
      Had to re-do a lot of textures and bakes after splitting up the materials and faces, live and learn i guess.

    • @petertremblay3725
      @petertremblay3725 Рік тому +1

      @@qaztim11 There is nothing like learning it in the field indeed!

  • @Ro28517
    @Ro28517 2 роки тому

    Hi, is there any way to use displacement or height maps using udims in unreal? Doing this from a vfx pov. Great vid btw. Loved it

    • @cliffhton3199
      @cliffhton3199 2 роки тому

      There is no need to use them, you can work with the normal maps.

  • @brian_saintjosephine
    @brian_saintjosephine 2 роки тому +3

    Appreciate the video! Do you have any tips on how we'd handle multiple texture sets with UDIMS to unreal? Basically one texture set uses tile 1001, 1002 and 1003, set two is 1004, 1005, etc.
    Is it possible to bring this in, or do I need to completely rework how it's built in substance painter?

    • @MrShroombot
      @MrShroombot 2 роки тому

      It's possible. You don't have to rebuild. I learned how to do it back in Maya in a Maya to SP to Maya workflow. Now I'm just trying to get it into UE. Let me know what you find. I'm gonna try to figure it out.

    • @MrShroombot
      @MrShroombot 2 роки тому

      I figured it out. You just make a new materials and drag in your other 1001 textures then plug then in and put that on the parts of your model.

  • @ericzimmer
    @ericzimmer Рік тому

    Anyone know how to import udims into unreal, if you manually added in the udim numbers into the file name?

    • @Veritanky
      @Veritanky 8 місяців тому

      have you found out the way? ive manually named files and its not linking

  • @jadestewart9202
    @jadestewart9202 2 роки тому

    Do you know if there's a way to get opacity maps to work with udims in Unreal?

  • @IstyManame
    @IstyManame 2 роки тому +1

    I don't really understand the pros of UDIM workflow, isn't it the same as just using one texture with higher res?

    • @QuinnKuslich
      @QuinnKuslich  2 роки тому

      Yeah that’s literally the pros of it

    • @IstyManame
      @IstyManame Рік тому

      @@QuinnKuslich still don't get it, why not just use a single uv tile then?

    • @QuinnKuslich
      @QuinnKuslich  Рік тому

      @@IstyManame because you get higher resolution if u use more

    • @universeheatdeath
      @universeheatdeath Рік тому

      @@IstyManame I'm guessing you're asking why you'd use UDIM's using 3-4 tiles than just using 3-4 separate textures... UDIM's allow the game engine, or whatever you use to only have to go through a few texture maps instead (Most of the time just 3 per asset in the case of UE5) than tens of separate UV's. Along with making your workflow faster, for whatever reason 3 UDIM maps that take up 3-4 spaces (Albedo, Normal, AO+) are a smaller file size overall than multiple separate UV's (at least in my experience), I thank it's how the computer computes the images and UDIM's are just faster that way. I really don't exactly get how they work but I hope this helped :)

    • @universeheatdeath
      @universeheatdeath Рік тому

      @@IstyManame Also forgot to mention... if you use a few 4k maps, rather than one large 2k UDIM map, it makes the file size smaller as well while giving you better texture resolution

  • @gabyfae661
    @gabyfae661 2 роки тому

    Awesome tutorial! This helped me solved problems when exporting my textures from substance. Although when I'm applying my material to the mesh in UE, it's only applying to one of my Udims, even with Virtual Textures enabled. Can you help me out?
    Subbed, btw!

    • @QuinnKuslich
      @QuinnKuslich  2 роки тому +1

      That’s a weird error. What version of a Unreal are you using

    • @QuinnKuslich
      @QuinnKuslich  2 роки тому +1

      Also did you remember to restart your engine, the other thing that might be an issue that we could address would be actually opening up your texture maps and making sure it matches substance painter

    • @gabyfae661
      @gabyfae661 2 роки тому

      @@QuinnKuslich I restarted my engine after enabling Virtual Textures and waited until all the shaders were compiled. And I'm using UE5! That... Might be it haha. It's bizarre because When I create multiple materials and drag and drop them to individual pieces of geometry on the mesh, the maps get applied there.

    • @n2killu
      @n2killu 2 роки тому

      @@gabyfae661 That's wierd

  • @d369studios
    @d369studios 2 роки тому

    Thx for making this video sub'd

  • @Mirakuruuu
    @Mirakuruuu 2 роки тому

    you forgot to turn off the sRGB checkbox for OcclusionRoughnessMetallic texture map. Unless im missing something

    • @IstyManame
      @IstyManame Рік тому

      There are 3 textures in a single sRGB one, he would lose all the important information if he does that

    • @bydlaczek1000
      @bydlaczek1000 Рік тому +1

      @@IstyManame The ORM texture contains no color information and should be unchecked.

  • @arash5550
    @arash5550 9 місяців тому

    doesnt work 5.3

  • @yantingye1988
    @yantingye1988 2 роки тому

    UE5 does not work!

  • @pearlkim9314
    @pearlkim9314 3 роки тому +3

    First!!!

  • @user-cw3nb8rc9e
    @user-cw3nb8rc9e 2 роки тому

    music in the background too loud. you can disable it completely. just distracting nothing else.

  • @victordladla5637
    @victordladla5637 Рік тому

    music really destructing...best to remove it

  • @artrush3603
    @artrush3603 Місяць тому

    You skip many things

    • @QuinnKuslich
      @QuinnKuslich  Місяць тому

      What did I skip?

    • @artrush3603
      @artrush3603 Місяць тому

      @ you give only lecture. These all things are technical things bro. If want to guide then guide them in crystal clear way.

    • @QuinnKuslich
      @QuinnKuslich  Місяць тому

      @ pretty sure this is straight and to the point, and covers the process. I was not showing a step by step tutorial, rather a concept for increasing texture resolution.

    • @artrush3603
      @artrush3603 Місяць тому

      @ then don’t make bro

    • @QuinnKuslich
      @QuinnKuslich  Місяць тому

      @ ok