Hello good people of Polycount, I have a large model I want to break down into separate uv-maps so I can apply separate (2k) textures. How do I do this?
-I stumbled across the multiple UV-tiling method called "U-dimension" (or "UDIM") and it looks perfect for what I'm trying to achieve. But the old tutorial I found requires the use of Composite maps and my model is set up with a Multi Sub/object ready for export to Substance Painter (the Mat Ids and Multi-Sub/Object are already applied, I'm at the stage of unwrapping it).
Is multiple UV-tiling the way to go, or is there an easier way?
Here's the UDIM tut:
EDIT: Could I literally cut my model up into 3 parts, unwrap, export and texture in SP individually -before reattaching in max after? Would the reattached model still have its 3 separate UV-maps?
Replies
Even if youre not baking from a high poly, you’ll also find that smoothing groups greatly affect your mesh maps in Painter, particularly your curvature map, and therefore how generators and so on will work
tbh, if you’re unsure or confused, you just need to get in there and try it out. A lot if these answers should be self evident with a bit of experimentation