Here are the displacement bakes out of ZBrush (just the head again for the UDIM one.) Original files were 32-bit exr format and red color, I've desaturated them to be easier on the eyes. Something else strange - on my duplicate model with only 1 tile, it showed like 90% of the displacement without any subdivisions turned…
Hi all, I wanted to get some advice here because I feel I may be missing some fundamental knowledge of UDIMS, hah. So I have a creature modeled in Zbrush that will be used for a film. I mapped it with 10 UDIMS in maya before starting my texture work in Zbrush. As a test, I duplicated the model and made a single UV tile…
It could be that the combined 8k texture is sufficient enough to capture all the information in your sculpt? Pixelpeeping the renders, it does look like there is more crisp definition in the higher frequency details (crackly bits in the scales around it's lips) At 8k for a udim of just the head, you're most likely needing…
important point A: UDIM is nothing more than a naming convention, the mechanics of how the result is handled are entirely down to the renderer/engine/whatever. to the original question... images would really help diagnose the problem. if you use a single 4k map and you lose no detail compared to your sculpt then using 10…
Yeah, Since we are on the topic, I've recently seen a video breaking down for this process about cloth&udims, however isn't per-tile just an equivalent of 1 4k map per uv tile? (which is cheating when "game" engines are restricted aren't they? "less is more") i immediately thought this and if it is not, how then do these…