In this tutorial, I cover multi-tile UVs (UDIM) in Blender. There isn’t true support for it, but there is enough workarounds to use it, and in this tutorial I walk you through them all! Covers what UDIM is, why it’s useful, how to create them in Blender, and how to render UDIM textures in Cycles.
Hey . nice tut but you can do te same in the Blender Internal?.
And work the sculpt in Blender only?
BI has no way of rendering multi-tile maps that I know of.
Not sure I addressed this very well in the video or not, but Blender also cannot bake or paint to multi-tile sets. So there’s no way to bake down a Blender sculpt this way. It’s mainly useful for external apps, or if you are going to hand-make the textures.
(part of the reason I made this is get people aware of how useful a feature this would be. Blender really SHOULD be able to paint and bake multi-tile textures, but if people aren’t aware of it, other features they’re clamoring for will get done first)
Sure you can, just assign a different material to each UV tile.
Ok thanks for the respond this a theme very important and this talked years ago with some developer .
Here a link where the professional talked about this
Ok thanks yes a look this time ago
But the big problem is when you sculpt in blender . You don’t have the ability to bake parts of a model .
In zbrush you can because you have polygroups
Last time I checked you could partly bake a selected 2 active or multi-res sculpt. In edit mode just select the faces you want to bake and then select/create a texture from the UV/Image editor. When you bake it should only bake those faces.
EDIT: Yep it still works. I checked it. All you have to do is assign a different texture in the UV/image editor (choosing from the dropdown icon or creating/opening a new one) to the selected faces. Dont forget to uncheck “clear” from the bake menu if you want to add more face to the bake.
Ok . i 'll try it this later . thanks
you can’t separate parts of a mesh and assign a different texture altogether in other apps?
You can. That’s not what UDIM is for, really. Have you read this before? If not, flip through it, should help things make more sense: https://www.fxguide.com/featured/udim-uv-mapping/
Basically, it allows you to pack a large amount of texture data into an image sequence. Potentially a lot more than could fit in a single reasonably-sized sheet/atlas. There’s a lot of things you can do with this, like having all environment objects share a shader (can have having to assign/edit textures separately for many shaders), or giving a hero asset multiple (dozens, even) of texture sheets to handle close-up shots.