Hi there
I've found startlingly little information about both 3ds Max Multi-tile/multi-uv-shell workflow and I'm having a lot of trouble getting things to work with the info I do have.
I split the character I'm using into several 4K UV shells, the head is seperate for example, for greater detail during close up shots.
I also have a displacement map for each shell generated from ZBrush.
I've tried using a Composite map to combine the Bitmaps together, setting each bitmap to the right UV Offset and then plugging that into a VrayMtl.
I've tried using UV channels in Max.
I've tried taking the whole thing into Maya and using the Layered Texture and UV Sets but that didn't take me far.
Now I know this isn't a particularly rare workflow. Let's say there's going to be a close up of a characters face. The body is in one UV shell and the head is in a whole separate shell, so the textures lose less quality because of scaling.
What am I missing? Any help with this is greatly appreciated.

Replies
I've tried offsetting the bitmap by so it fits in with the setup on the picture I attached. But that didn't work.
I've tried using a multi-sub object material and apply each texture to a specific Material ID that matched the UV, no luck.
I've tried stacking all the UVs into UV space 0,1 and using UV channels.
I just can't seem to find a proper workflow for applying my textures to a character with multiple UV shells.
Pulling my hair ooout...:poly142:
I tiled it up in Max, and textured in Zbrush.
What do you mean use the right tag in the file node?
But those patches need to have an exact order. So the first 10 go to the right and then the second row starts above the first tile and goes to the right again.
http://help.chaosgroup.com/vray/help/maya/150R1/bitmap_names.htm this might help
you have to name the files correct...
for mudbox naming --> texturename_u1_v1
for UDIM --> texturename.1001
http://help.chaosgroup.com/vray/help/maya/150R1/bitmap_names.htm
or use this method from neil should also work...
http://www.neilblevins.com/cg_education/multiple_uv_tiles/multiple_uvs_tiles.htm
If it's as simple as renaming my textures I'll be a very happy boy.
I ended up using the 'Neil' method, which I actually had tried before, but third time's the charm!