Out of everyone, your the only person who said do it one by one. Using Node wrangler was messing me up big time, even after manually setting all of them to UDIMS after mass pulling. Once I saw this, no problem, UDIMS load perfect. Thank you.
Wow… pretty nice tutorial with differences/comparisons with full explanation also concise. Your tutorial should be a gold standard of tutorial. Thanks 🙏
@@zerobio I found it-- from 3.3 onward, they moved under the overlays dropdown menu along the top tool bar (icon for it is 2 circles overlapping each other). you have to set the tiles x and y to the number of udims you want
glad i’ve come across this video as my textures have come out blurry frequently. is there an automated way to do this? i model large detailed buildings so this would take forever.
@@zerobio i have a question man, while importing into substance should i change the normal map format to open GL since i want to render the final textured model in blender?
@@vyshnav6711 generally that is what I do and when exploring the textures, make sure the normal format in the pbr metallic template is set to open GL. Let me know if your normals are coming out backwards in Blender and we can fix it
Like, even just for the thumbnail :) , really good edit: if you want to quickly add all the textures you got, enable node wrangler, select the principled bsdf, and press ctrl + shift + T, you can then select all the textures you got, and it will apply automatically :)
Excellent! I am using this method frequently although I don't always show the part when I export back into Blender but many of my recent modeling video series use this approach. On the other hand, at times I am using just separate materials (each gets it's own UV tile) so it depends on how complex the model is. Glad it's working for you.
@@zerobio Udim workflow very good for blender but when I try to render in marmoset Its not support Udim :D So I think I will also seperate materials like you do.
@attilaattila8659 ah that is a problem. I will research that a bit. Don't have marmoset at this point. Udims allow textures to distribute across uv tiles whereas materials are more restricted in that way. However, separate materials is totally usable. Keep going with the experiments and best of luck.
I'm not quite sure what you mean by "when I upload a file". If you are talking about bring an FBX into Substance Painter, you likely have overlapping UV's and need to make sure there is no overlap. This is commonly the reason for "unable to load 3D scene" in SP. If that is not what you mean, please explain more and I will try to help.
@@zerobio yes, this happens when I upload FBX to substance painter with the "Use UV tile workflow" button pressed. To make sure that I don't have overlapping UV's, I uploaded an fbx file with a standard blender cube - the result is the same. But if I don't click "Use UV tile workflow" - everything loads fine
@GIGA_PUNKER can you email me your blend file so I can look at the udims and I will get it to work for you and explain if I can kimmelelliott@gmail.com
Thank you my friend for this tutorial! Just a hint to UVPackmaster: you can pack to the UDIM tiles with packmaster too. You have just to group the UV's. If interested have a look to this tutorial. ua-cam.com/video/UTbTbt87HRY/v-deo.html
That is a very good way and something I do often. Only problem with that is, if you want to use Substance Painter and have a material/texture over all objects, with separate materials (you get high texture resolution) you won't get that. So it is a trade-off.
You cant imagine how many years of wondering about this you solved it in a video. Thank you so much for this!!!!
I'm really glad this helped :)
Out of everyone, your the only person who said do it one by one. Using Node wrangler was messing me up big time, even after manually setting all of them to UDIMS after mass pulling. Once I saw this, no problem, UDIMS load perfect. Thank you.
I'm really glad it has worked out for you! Thanks for letting me know.
It is so wholesome to watch you. Your voice is very pleasant, reminds me of my Father.
Thanks very much. Really happy to have you here.
One of the most clear and coherent people on youtube working on CGI, sharing what they know. Thank you!
Wow… pretty nice tutorial with differences/comparisons with full explanation also concise.
Your tutorial should be a gold standard of tutorial.
Thanks 🙏
Thanks very much. Glad it was clear.
Enjoying and learning valuable info from your tutorials,watching them all and adjusting my workflow
Glad to hear that. Best of luck.
Best explanation of UDIM's technique for noobies what i've seen
Great! I will be doing more in my next video so please come back tonight or tomorrow as I will be using this again.
This helped me get my udims into Blender, thank you!!
Good stuff!
Wonderful, and fantastic channel Sir, lots to learn in here, cheers!
Welcome and hope you find something here that is helpful or inspiring for you to go and create.
i don't see view>udim grid?
You probably have a newer version of blender. Please search for where to add uv tiles in your version. I will work on it too for you.
@@zerobio I found it-- from 3.3 onward, they moved under the overlays dropdown menu along the top tool bar (icon for it is 2 circles overlapping each other). you have to set the tiles x and y to the number of udims you want
@@CherylynnLima yes! That is how I recall it from that version. Wasn't sure which you had. Great work.
Great work as usually Eliott. Thanks alot
Thanks a lot Aniss. I am going to use this method for the rest of the KURSK SUBMARINE series.
Thanks for the tip, I've got just the model I will try this technique on.
I will be using this again in my next video on the KURSK SUBMARINE panels
glad i’ve come across this video as my textures have come out blurry frequently. is there an automated way to do this? i model large detailed buildings so this would take forever.
Thank you so much for teaching us about UDIMs!
Sure thing! Happy to help.
Man this was absolutely helpful bro, Thank you so much!
I'm so glad. There's more to it, of course, such as numbering for the uv tiles and groups etc but this is basically a way to do it. Good luck.
@@zerobio i have a question man, while importing into substance should i change the normal map format to open GL since i want to render the final textured model in blender?
@@vyshnav6711 generally that is what I do and when exploring the textures, make sure the normal format in the pbr metallic template is set to open GL. Let me know if your normals are coming out backwards in Blender and we can fix it
Like, even just for the thumbnail :) , really good
edit: if you want to quickly add all the textures you got, enable node wrangler, select the principled bsdf, and press ctrl + shift + T, you can then select all the textures you got, and it will apply automatically :)
Thanks very much. Keep in mind that ctrl-shift-T does not currently work for UDIM textures so you have to add them manually.
@@zerobio now it does, you have to select them tho in the uv editor and set them to UDIM tiles
Another way to place your islands in the tiles is to Press G then X (or Y) followed by the numbered index: 0, 1, 2, 3, ..ect.
You Saved my life!
Thank you so much!
Well, that's what I do ;). Seriously, glad its helpful.
Informative....👍
@@kokanibaat good to hear. Thanks
Such a great tutorial! I have a beginner question though. Why do we have to bake the mesh maps before working on them?
The baking allows substance painter to use the curvature map, in particular, to apply textures properly on the 3d mesh.
@@zerobio Got it...thank you!
Hey thanks for sharing your knowledge with us I will try it now. Many thanks.
My pleasure. Good luck and let me know if you run into any problems.
@@zerobio It works perfectly fine I really liked the workflow It's simple and so effective thanks!
Excellent! I am using this method frequently although I don't always show the part when I export back into Blender but many of my recent modeling video series use this approach. On the other hand, at times I am using just separate materials (each gets it's own UV tile) so it depends on how complex the model is. Glad it's working for you.
@@zerobio Udim workflow very good for blender but when I try to render in marmoset Its not support Udim :D So I think I will also seperate materials like you do.
@attilaattila8659 ah that is a problem. I will research that a bit. Don't have marmoset at this point. Udims allow textures to distribute across uv tiles whereas materials are more restricted in that way. However, separate materials is totally usable. Keep going with the experiments and best of luck.
Would the scratches you applied on the knob appear to be on a different scale compared to those on the panel?
Yeah, very possibly, if that matters much. You might as well just try it and see how noticeable it is and if that bothers you :)
This man is the Bob Ross of 3d
Hey thanks!
what if the uv Island i want to have details on isn't separate but linked with large uv pack also don't want to separate it sonce it will make seam ?
Very interesting, good video, I will give it a try. Thanks for this video, I did learn something new 😁
I may use this for the KURSK sub series and model all the panels and buttons and then put various parts on individual uv tiles
Thank you for such an informative video, everything is very interesting and intelligible
My pleasure and thanks for the feedback.
Thank you for this one, Pretty awesome technique to control my texel density for my meshes.
You bet! Stop by here again in a day or two as I will be using this method for my KURSK SUBMARINE panels.
what blender version are you using? guess the workflow is changed in latest versions
@@jkartz92 it's definitely not a current version although I do have the most recent but choose to use this.
Very helpful sir!
Hey I noticed that you were dialing with the udim grid option in the view tab, I can't find it?
In a newer version of blender, you change the number of uv tiles in the Overlay tab.
Thank you so much Sir, really helpful!
Hey I'm really glad to hear that. Thanks.
Great teaching.
Thanks very much
Hi, when I upload a file, I get the error: failed to load 3d scene. Please tell me, what is the problem?
I'm not quite sure what you mean by "when I upload a file". If you are talking about bring an FBX into Substance Painter, you likely have overlapping UV's and need to make sure there is no overlap. This is commonly the reason for "unable to load 3D scene" in SP. If that is not what you mean, please explain more and I will try to help.
@@zerobio yes, this happens when I upload FBX to substance painter with the "Use UV tile workflow" button pressed. To make sure that I don't have overlapping UV's, I uploaded an fbx file with a standard blender cube - the result is the same. But if I don't click "Use UV tile workflow" - everything loads fine
@GIGA_PUNKER can you email me your blend file so I can look at the udims and I will get it to work for you and explain if I can kimmelelliott@gmail.com
@@zerobio thanks, I'll send it now
@@zerobio I sent
Thank you!
@@BurNOut-DaT sure thing
thank you so much sir it helped me a lot
My pleasure
Thanks!
Sure thing!
thanks u
@@nhatminh7397 you're welcome
Thank you my friend for this tutorial! Just a hint to UVPackmaster: you can pack to the UDIM tiles with packmaster too. You have just to group the UV's. If interested have a look to this tutorial. ua-cam.com/video/UTbTbt87HRY/v-deo.html
Sorry the tut was related to Packmaster V2. This one is related to the new V3 ua-cam.com/video/T592k5MPPy4/v-deo.html
Great tip for packmaster users
I would give it a new material...so a new UV. Bam...done.
That is a very good way and something I do often. Only problem with that is, if you want to use Substance Painter and have a material/texture over all objects, with separate materials (you get high texture resolution) you won't get that. So it is a trade-off.