If you are working with EXR here what texture compression setting in Unreal should be: 1. Diffuse -> BC7 (DX11, optional A) 2. Normal -> Normalmap (DXT5, BC5 on DX11) 3. Reflection Glossiness -> Grayscale (R8, RGB8 sRGB) 4. Reflection Color -> Grayscale (R8, RGB8 sRGB) // If it is Metal -> BC7 (DX11, optional A) Note: If you import an EXR, by default unreal will put the setting into HDR
@lazyjpeg Жыл бұрын
thank you for all the knowledge you share on the channel jared, its all very helpful and easy to understand! Keep it up!
@Veritanky7 ай бұрын
Writing for posterity of others- i have edited/named textures myself in unreal convention but for some reason only 1001 one was visible- not others. What i had to do is to reapply all textures again in substance painter- but before ive chose udim option in making project section NOT legacy. Then ive exported it as packed unreal textures and it worked.
@BadManiCZ Жыл бұрын
thanks for all the great tuts!
@elvismorellidigitalvisuala6211 Жыл бұрын
This is pure gold! thanks!
@jchave7 Жыл бұрын
Glad to hear 🤘🏽🥰
@zachpindolia Жыл бұрын
Thanks for making these tutorials, helping g so much
@jchave7 Жыл бұрын
Glad to hear 🤘🏽
@renamecard449010 ай бұрын
very helpful thanks for making this
@cesartfilms10 ай бұрын
Excellent video, tank's
@Aldebaran80 Жыл бұрын
thx so much, is just that i wanted time ago.
@arupananta007 Жыл бұрын
Excellent knowledge❤❤❤❤❤❤make more like this. Loved it
@endizero Жыл бұрын
some of it piece i still haven;t get yet.amazing tip. 3M topology. damn . my pc death
@providencevfx_official7 ай бұрын
Quick question but since you haven’t touched at anything : are we agreeing that ALL the texture sets including basecolor does have a « SRGB » set to none in the virtual texture parameters ?
@erfanabdi-kt5qp Жыл бұрын
Hello Dear Mr.Jared, Thank you so much for all of your amazing workflows and tutorials. They have helped me a lot. Actually, I have a problem with UDIMs for displacement maps. What I did was select an object (my creature's body) and, using the modeling toolkit, applied a displacement map. However, I received an error saying that virtual texture should be disabled. Is there a way to get height maps working for the UDIM workflow?
@MrAsag Жыл бұрын
nice
@granul555 Жыл бұрын
I have a material with regular texture nodes. Can I somehow convert them to virtual?
@rmumof9 ай бұрын
Hi,I have a question about the performance of materials when it comes to UDIM. When I look at the processing load, the load is high at 650Instruction. What do you think when comparing the processing load for UDIM materials versus traditional multiple materials?
@jchave79 ай бұрын
I don’t play attention to instruction counts on personal work 🤷🏽
@rmumof9 ай бұрын
@@jchave7 I see,thanks reply.
@Some_one112378 ай бұрын
I didn't understood, you zremesh then subdiv 1 to Maya far uv, then you put back in zbrush the model with uv and how you manage to split and decimate without changing the uvmap?
@jchave78 ай бұрын
I don’t need to retain UVs on a decimated mesh.
@Some_one112378 ай бұрын
@@jchave7 then marmoset use the decimate as cage for baking on the other mesh uv?
@dubtube66917 ай бұрын
does somebody know how to export udim textures from unreal?
@jan_sieber Жыл бұрын
So you export your high poly directly from zBrush? What about displacement maps?
@jchave7 Жыл бұрын
I don’t use em for game characters. I didn’t use em for this project. Wanted to but never got around to testing it.
@jan_sieber Жыл бұрын
@@jchave7 yea I do my characters just for static renders as well. But thought that the renderers handle a lowpoly mesh better, and using displacement maps to drive subdivision levels. But I never tried, straight with a highpoly mesh. So awesome job👍🏼
@leoguy246311 ай бұрын
Can someone explain to me what "UDIMS" is?
@Aldebaran8011 ай бұрын
when you make UV's for a model to texture, you use one space U for Under and V for vertical from 0 to 1 in a square, the problem is when you have a complex model or a big model with multiple pieces, when you unwrap all the UV's you don't have enough space to put all in that square and have a good resolution, yes, you can put all in one square but with a very low texture resolution, this case is when you need more space to make high res textures... the UDIM is when you use more space than the 0 to 1 value, you can use more squares and distribute the UV's with a good resolution because you have more space, you can put all the squares that you want but it costs more memory... but is the only way if you want a very good model for a portfolio, for example...