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Baking Multiple UV Tiles / UDIMs ?

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rayle1112 polycounter lvl 6
I'm wondering if anyone has a good workflow for baking multiple UV tiles or UDIMs? I have tried xNormal, Knald, Substance and I've had no success so far.

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  • artquest
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    artquest polycounter lvl 13
    rayle1112 said:
    I'm wondering if anyone has a good workflow for baking multiple UV tiles or UDIMs? I have tried xNormal, Knald, Substance and I've had no success so far.
    mightybake!
    http://www.mightybake.com/

  • rayle1112
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    rayle1112 polycounter lvl 6
    artquest said:
    rayle1112 said:
    I'm wondering if anyone has a good workflow for baking multiple UV tiles or UDIMs? I have tried xNormal, Knald, Substance and I've had no success so far.
    mightybake!
    http://www.mightybake.com/

    cool, I would give it a try. Thank you so much!
  • oglu
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    oglu polycount lvl 666
    mudbox, mari and modo are also able to bake UDIMs....
    and maya with some python help...
  • gnoop
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    gnoop polycounter
    Wonder  what is a purpose of UDIM in games?      Never worked with it actually still curious  how it's different from  having multiple  matID /sub-materials,  each with each own texture .    Substance Painter can work that way  I believe.      Is UDIM  just a kind automation for file saving/loading ?   Is there some other advantages?
  • rayle1112
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    rayle1112 polycounter lvl 6
    gnoop said:
    Wonder  what is a purpose of UDIM in games?      Never worked with it actually still curious  how it's different from  having multiple  matID /sub-materials,  each with each own texture .    Substance Painter can work that way  I believe.      Is UDIM  just a kind automation for file saving/loading ?   Is there some other advantages?
    I would say the main purpose of UDIM is for making high res textures. You can read it more here: https://www.fxguide.com/featured/udim-uv-mapping/
  • gnoop
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    gnoop polycounter
    I read it ,  still not sure what may prevent you from doing same hi res textures within  old  0-1 approach.           I understand although   if it's hundreds  of  patches /sub-materials/matID  it could be a problem to load all of them one by one .    Still Substance or 3d coat  would do it   automatically  too.      So I wonder why  it's matter if  all the  UV islands  in 0-1  or  each in its own range  1-2, 2-3  etc?
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