I guess this has changed, since UDIM's are used in the game industry. Actually I am working in the game industry and I was using UDIM's 3-4 years ago.
@datmatthiasnguyen1744 жыл бұрын
the answer i was looking for. thanks for letting us know!
@KRGraphicsCG6 жыл бұрын
UDIMs are VERY useful, especially for creatures that you want extreme details for... I normally work with game characters and I was intimidated by splitting my model's UVs into many shells, but when I tested it in Modo, it looked REALLY good up close...
@cody1712re6 жыл бұрын
Hi, I am a student and in games you have this problem too. I used to deal with it by applying multiple Materials (Shaders) for one object. Great Video!
@FlippedNormals6 жыл бұрын
Hey! That's what I used to do too before I learn about UDIMs too. It's pretty cumbersome though when it comes to objects where you need to have multiple shaders, like for this crocodile. UDIMs solves this really elegantly. /H
@reerjgiorge6 жыл бұрын
Using multiple materials has nothing to do with working with udims... the trick here is to get more texture space, not to divide uvs into several parts... no matter how many materials you use, you cant divide uvs the way its done using udims.
@nefwaenre5 жыл бұрын
Thank you so much for this!!! i've worked for COD WWII and we used UDIMs for buildings. :) Mine had 5 though. You gotta have them for large objects. Am relearning this now.
@JBeestonian4 жыл бұрын
So would you say it works very well for a modular workflow? I was thinking of using UDIM's for distant terrain.
@tylerbeaumont3 жыл бұрын
I’m sooooo glad unreal added udim support! I absolutely despise Maya’s uv set editor, so I will use udons whenever possible. Kinda dreading the time that I might have to use an engine that doesn’t take udims, because I’ve gotten so used to them that I would hate going back to traditional sets
@philmehrart Жыл бұрын
Lol Maya has the best UV editor I've ever used
@MuazzamShahzad6 жыл бұрын
Great stuff! These guys sound like Jason Bussby & Zak Parish from 3DBuzz. They produced great Maya stuff in 2005-2006, Jason (R.I.P) Zack now (Developer relations Technical artist) at Epic Games.
@BrokenEastWings4 жыл бұрын
Thankksssss ! I don't have enough fingers to count how many super important things you learned me ^^
@FlippedNormals4 жыл бұрын
Happy to help!
@ashutosh354 Жыл бұрын
awesome information ....... thank you so much and please keep posting
@gabrielherrera66513 жыл бұрын
thanks!
@FlippedNormals3 жыл бұрын
No problem!
@piotrforkasiewicz20256 жыл бұрын
Great lesson! Udims are new to me and You explained the subject truly great! Thank You!
@synyewfei80134 жыл бұрын
i would be very much appreiated if you guys can make a tutorial of how to import udim multiple uvs map into zbrush.
@PedroSimoes876 жыл бұрын
fantastic as always, you two are awesome
@FlippedNormals6 жыл бұрын
Thanks Pedro! Much appreciated mate
@hansdietrich836 жыл бұрын
I don't want to be rude, but the video has like 3 sentences of actual content: Udims are multiple textures for a single, split up model. It gives you more resolution where you need it. It's used professionally all the time.
@pedroperobelli95426 жыл бұрын
I agree, most of their tutorials are like that. they not bad at all, but there is just too much talking
@TheCrimson1476 жыл бұрын
Thanks for saving 18 mins of my time!
@TheDorianTube6 жыл бұрын
I'm 8 minutes in an was getting frustrated lol. Thanks for saving me time.
@itelludatruth48695 жыл бұрын
I'm a bit late, but who cares. The Problem is they learned and took maybe 3 Years to learn there sh*t. So They will share in order to get views and attention, but they do not want to give everything away. I guess you can say.. they are teaching the same way they were taught. it is SAD, but very true. This is the same in almost any Subject on this Planet. "DRAG everything out" "Milk it"
@MrBurkistan5 жыл бұрын
@@itelludatruth4869 I care.
@davidrivera38286 жыл бұрын
Thank you for sharing UDIMS, yes, a more in-depth use of the set numbers would be awesome.
@FlippedNormals6 жыл бұрын
We'll definitely going to be doing more videos on this in the future :) There's a video coming out next week showing how to work with ZBrush and Arnold for displacement maps where we show how to set up the file node to work with UDIMs in Maya.
@Tritoon7106 жыл бұрын
Thank you guys and waiting for Mari tutorials :)
@FlippedNormals6 жыл бұрын
Yea, cant wait to do some Mari tutorials! /H
@abstractwaves61666 жыл бұрын
can you do a little video about the difference between 3d coat, painter, & mari ? i never understood what's the difference between mari and the others
@olwinorto6 жыл бұрын
.... next a tutorial on the workflow and how to split a model??
@FlippedNormals6 жыл бұрын
We'll definitely do this at some point!
@bertilsvanekiaer72655 жыл бұрын
@@FlippedNormals Please do.. i will love to use UDIMS but i dont get the workflow
@PieroStuff6 жыл бұрын
Back to the Future, Flipped Normals edition XD Awesome vid guys! I had no idea what UDIMs were!
@austinjoseph88494 жыл бұрын
Life... No... Career saver and starter video! Never taught this in college! WTF!
@DanielGarcia-ys7kj6 жыл бұрын
great tutorial!, I would love to see more tuts about character look development and texturing.
@FlippedNormals6 жыл бұрын
Thanks Daniel! We'll definitely make more tutorials on texturing.
@Dumbanana006 жыл бұрын
Great vid! Always enjoy the content you guys put out. Informative too! Very curious about implementation in games, right now I just use multiple materials
@FlippedNormals6 жыл бұрын
Thanks Nate! Appreciated. More to come. /H
@ohadbarda77062 жыл бұрын
Such an interesting and educating video. Thank you FlippedNormals guys!
@OneImmortalStudios6 жыл бұрын
Definitely a big help. I hadn't thought about the splitting of the model by UDIM in ZBrush. I've tried it before with a creature I did for a mentorship, and I was texturing in Substance, and I found issues with the textures revealing the seams of the model, and I tried to put into Mari to fix it, and found that it was really different to what I was used to as a tool.
@OneImmortalStudios6 жыл бұрын
Also, how would you display UDIMs in a portfolio?
@FlippedNormals6 жыл бұрын
Cheers! Substance doesnt deal too well with UDIMs right now; it's definitely a Mari-centric workflow. In regards to how you display it in a portfolio, you don't always have to display your UV layout, to be honest. I sometimes see it done, but it's not a requirement. If you do want to show it, a screengrab of the UV layout is plenty. /H
@OneImmortalStudios6 жыл бұрын
FlippedNormals yeah. I think they've added better baking for UDIMs in Designer, but i can't wait until they do it better in Painter.
@reerjgiorge6 жыл бұрын
There are steps you need to do to avoid seams on substance painter and other things. You need to actually learn spainter first, before you go and start working on texturing.
@BMF68895 жыл бұрын
It was an OK video, but I wish you had been a bit more focused in defining UDIMS and how they work instead of bouncing around and alibiing. It was well into the video before you noted that UDIMS pertained to resolution. I'm biased in that I was taught how to present material in the military: tell them what you want them to know, tell them the details, and then reinforce what you told them. I did finally get the idea of UDIMS, but the same material could have been presented in 5 min instead of nearly 20 min. Don't mean to be too critical. Just my personal impression.
@rabatindominik5 жыл бұрын
But you can't fit 6-7 ads to five minutes video ;)
@Bolaway5 жыл бұрын
Very useful workflow but i didn`t understand how they create these kind of uvs. I thought that It is just move the island to another coordinates, but it is not.
@tovonnsmith19596 жыл бұрын
Love the videos keep it up!
@FlippedNormals6 жыл бұрын
Thanks a lot!
@cg.destroyer6 жыл бұрын
You can use UDIMs in Unity with Amplify Texture for couple years now
@FlippedNormals6 жыл бұрын
OK, thats great to hear. Thanks!
@mahdimatoori52413 жыл бұрын
Hey mates you're doing great.
@CherylynnLima5 жыл бұрын
can you guys do a tutorial about how to buy a computer or desktop for this kind of work? i need a new one and would love tips on what to look for/recommendations
@oliveiraluis35406 жыл бұрын
There's UDIM tricks for RT engines, but.... Acordingly to substance painter support website, its expensive on the hardware, but i guess it would depend on the situation. Vertex paint does search for multiple maps at once, so, having a draw call for 4k maps UDIM for an object, witch has all its info on one shader, and having a draw for 3 or 4 diferent textures on vertex paint seems to be the same thing to me. With UDIM one can actualy project all the texture info in a few UVs, and not have multi materials being combined. I'll try it when i have the time, but yeah its possible (map composite, and UV offset, 1rst goes U=0, 2nd goes U=1 etc, then plug on the shader), but seems a better aproach for the future. Vertex paint through masking is kinda a pain.
@DennisFrancispublishing6 жыл бұрын
Definitely create more vids on UDIMs especially for maya and Zbrush.
@FlippedNormals6 жыл бұрын
On our list! :)
@basemshenouda99806 жыл бұрын
please make a tutorial on how to make a symmetrical UVs like ( left and right leg of the crocodile ) and after that heading to mari , projecting your texture on 1 leg then coping that leg to the other ( symmetrical ) leg .
@FlippedNormals6 жыл бұрын
It's on our list!
@jasonnehceis32672 жыл бұрын
So essentially what you are saying is that pieces of the texture landscape are compartmentalized and loaded only as needed for a model if that portion of the model is close enough to camera to need it? Can the different squares (map sections) of the UDIM be different pieces of the same file? Do files (if used) have to be separate? Where is the compartmentalization stored and (memory in/out) happening specifically with a UDM?
@alexpurkhalo711 Жыл бұрын
thank you, it was usefull
@jayachakkaravarthy6 жыл бұрын
Super awesome tutorial...
@FlippedNormals6 жыл бұрын
Thanks Jaya!
@jayachakkaravarthy6 жыл бұрын
I have a one doubt texturing artist should know modelling skill also..
@reerjgiorge6 жыл бұрын
You really need to watch more "tutorials"...
@sandeepc946 жыл бұрын
Texturing in substance painter is finel out put or we should import model into Maya and again we should work on it . Can you please make a tutorial on this topic .
@acsadcasdfafds60646 жыл бұрын
Mind blown.
@vitalie966 жыл бұрын
If I understood right, all UDIM cells have the same resolution, the only thing that gets change is the scale of a certain region of the UV. Question: what if one region needs to be high res and the neighbor region can be low res, how to make seamless transition between these two regions in such a way that seams at the border of the regions will not be visible? For example, transition from the back of the crocodile to his leg. There are two UV sets.
@FlippedNormals6 жыл бұрын
Hey! While texturing, you can make different UDIMs be of different sizes, so one can be 1k and another 4k, depending on the need.
@DominikV2356 жыл бұрын
Hi,guys and thanks once again!:)
@FlippedNormals6 жыл бұрын
No worries! :D
@zhulikkulik4 жыл бұрын
Is it just a more comfortable way of working with textures? Cuz say in blender you always could just throw a copy of the same material on each uv island on the mesh and have everything piled up in the single area of the uv editor, but because each part has it's own material and image texture the model shows up correctly. And now we have this comfortalbe way of organizing everything and automatically naming the files, saving and loading them and also you can use one material for the whole mesh vs. having like 10 of them for hands, arms, legs, body, face etc.
@신현수-t5k6 жыл бұрын
Nice video! :) I have a question. should I need to export Udims of combined modeling to substance paintet, if is separete model like robotic body?
@Rexwelle5 жыл бұрын
with this coming to blender, I started looking into this. Does this work in UE4?
@Geroundios11 ай бұрын
Is there any tutorial for 3dsmax?
@OmarElshamy4 жыл бұрын
I have a question!!.. What is the difference if i projected from Textures in Zbrush not Mari ???
@williamparks95006 жыл бұрын
I use UDIM'S in games .... another issue is keeping the UDIM's organised for the substance painter texture workflow
@vesta182006 жыл бұрын
I love you guys, thanks for explain this :3
@FlippedNormals6 жыл бұрын
Youre welcome! :3
@Grimreaper3686 жыл бұрын
Games can use UDIMS if implemented. So far I don't think there is any that shipped with UDIMS but since game engines are becoming more popular for realtime rendering of films, they will start to support UDIMS more. Unity made a UDIM shader a while back that's available to the public, this is also possible in Unreal with some material magic but I haven't seen any official support/workflow from Unreal or any other big engines yet. Can't imagine Unreal being far behind with an official implementation especially with Unreal Studio coming. Then it will probably become popular in game engines because "Unreal" Article about UDIM in unity - blogs.unity3d.com/2017/08/01/multi-material-using-custom-inspectors-and-scriptable-objects-for-udim-materials/ Polycount Forum UDIM in Unreal with Mat Magic - polycount.com/discussion/188423/udims-in-ue4
@FlippedNormals6 жыл бұрын
Awesome, thanks a lot for your insights - much appreciated.
@crimsonBen3 жыл бұрын
Hello guys from 4 years ago :D How would this model get those udims? 1. model in zbrush, 2. create a low model (retopology) based on highpoly 3. prepare uvs (udim) in 3d software (max, maya) 4 import to zbush, subdiv a couple times, project the highpoly onto the new mesh 5 follow this video? did i miss anythig?
@douka39936 жыл бұрын
awesome tutorial, thank you guys! edit: i was so exited for the title, and then i saw Mari's shitty UI, like ughhhh it has to be the worst ui ever
@FlippedNormals6 жыл бұрын
No worries! Thanks :D
@siddharthpaul65395 жыл бұрын
thanks for the video...but do I have to detach the model too or giving names to the parts?? and I want to know the workflow for unity plz get me link or some info about it...important
@DuardMostert6 жыл бұрын
Thanks for this
@FlippedNormals6 жыл бұрын
No worries at all
@drewjackson38584 жыл бұрын
I would like these two-ish questions answered if possible. If you have many meshes in a single model, what advantage does udimming things have over separate UV maps? Is it a resource thing. 3D Coat can draw a UV that Substance can paint just by pushing a button. I combine some objects. And if I have several identical items. Should I just uv one of them and copy or UV them together. Both produce sufficent results. But which is better? For example, it is better to have 1 2k map or 4 512 maps in terms of resources and render times. I'd guess the two k map would be lighter if you have like nine texture maps goin. But what do I know? Oh and I use Redshift if that means anything.
@FlippedNormals4 жыл бұрын
The advantage is that you can have one shader assigned to the model instead of many. Imagine a spaceship with 10000 pieces. Now you can have one shader instead of 10000. If you have several identical objects, its definitely a good idea to uv map just one and transfer it - or you can uv map it first then duplicate it. Up to you!
@drewjackson38584 жыл бұрын
@@FlippedNormals Thanks for the fast and awesome reply.
@VictoriaFilmsgroup5 жыл бұрын
does that mean the resolution or number of polys of your model actually doesnt really matter in terms of
@pushkaryadav17974 жыл бұрын
Hey, flipped normal I Wana ask a question , can a displacement map used in an animation.
@xMarrilliamsx6 жыл бұрын
I wish Marmoset Toolbag supported UDIMs
@FlippedNormals6 жыл бұрын
For sure!
@mattgrimaldi136 жыл бұрын
thanks. Yes please, a detailed hands-on tutorial would be great: An in depth work flow walk through with UDIM in Substance Designer. Specifically the best way to work with multiple substance materials on one (several?) meshes. The Substance Painter flow is clear. Designer is a bit trickier for me. Allegorithmic has a new yt tut on the 2018 workflow, but it is just a quick overview.
@FlippedNormals6 жыл бұрын
Noted! Thanks for the suggestion.
@doyourecall3 жыл бұрын
Thanks for the vid! Hey, do you know the most up to date process in Blender for importing textures for multiple UDIMs? When using NodeWrangler, is it common practice to have to select each image individually (baseCol, height, rough, etc) and add the requisite number of UDIMs? Seems like NodeWrangler would do this automatically. Am I doing something wrong? I've got a character with 3 tiles (1001-1003) which has been textured in Substance Painter and I've got all my maps exported according to standard UDIM protocol, just need to get them all hooked up to my BSDF shader in Blender. I'd rather not have to edit each image as I'm setting up a scene which will have dozens if not hundreds of image files in it. Sorry, I know this isn't a Blender video, but I'm struggling to find the answers I need.
@henryviiis_craft4 жыл бұрын
Isn't uneven texel density will cause visible seams which hard to hide?
@MeshmenStudio3 жыл бұрын
in general its good to have even textel density. especially for materials and patterns that will react different of they are not same ish
@toparak6 жыл бұрын
If you name your video "Essentials" people will expect filtered content with specific information instead of 20 min casual talk about some subject with a bunch of irrelevant data. That being said, still decent video on UDIMs subject and thank you for that.
@IGarrettI3 жыл бұрын
But doesn't that mean you need to have a lowpoly as your zbrush lowest sub? So at some point you need to retopo your mesh, bring it into zbrush, project/split, or split/project
@skarlok16 жыл бұрын
Could you do a tutorials about doing udims? Some workflow between Zbrush and Mari
@FlippedNormals6 жыл бұрын
Absolutely! On our list.
@Bayaka_fivestar2 жыл бұрын
of ti...cheers!
@Tritoon7105 жыл бұрын
Can you guys do more advanced Mari tutorials. Thx
@gabeb1596 жыл бұрын
You could shown how to set up the a textures in maya anyway. Uv tiling mode :)
@FlippedNormals6 жыл бұрын
We're doing this in a future video :) Didnt want this to be Maya specific.
@mujuningaiza6 жыл бұрын
waiting for this, thanks
@subhahns46865 жыл бұрын
I am using Maya 2018, I couldn't find UDIM option in UV sets (UV editor). could you plz help me.
@kokonotron5 жыл бұрын
OK, question here. I'm the Substance user but recently got an asset that contains over two hundred of UDIMs. And substance started to be very lagy. And to be honest, painting between UDIMs is a truggle. Or just impossible in Substence. So for that case can anyone tell if Mari is better solution? I'm asking because I have no experioence using Mari yet. THANKS!!!
@CGFUN8296 жыл бұрын
for max ?
@Sourav-Kumar_013 жыл бұрын
What's the max polycont can mari handle?
@MeshmenStudio3 жыл бұрын
have used quite a lot polys in Mari on different shows. millions polys.
@midhunravi51244 жыл бұрын
i cant subdivide as per udims in z brush...when i morph uv all uvs are coming together please help
@davidmonteiro68226 жыл бұрын
Very informative but i still have a question: back in Maya how do you tell maya in wich Udim the specific Mesh has its UVS so that the correct texture gets assigned? Do you have a tutorial on this ?
@FlippedNormals6 жыл бұрын
This is very simple: In Maya, you go to your file node, input any one of the textures in the UDIM sequence and then set the 'UV Tiling Mode' to 'UDIM (mari)'. Hope his helps!
@Haroon3D6 жыл бұрын
udims r Avaliable in Blender? Alternative?
@juanayala46785 жыл бұрын
sorry guys when export my texture i get a lot image im working with udims how can i put all this image in my hipershade or how export the texture in mari? thanks
@AhmedHasan916 жыл бұрын
hi, thanks for all what you do, i have small question please, i want to do UVs for a car model, and i want to have equal res. all over the model, is there any way to do it specifically or i should just judge by eye depending on the texture quads size? ( im using 3ds max )
@FlippedNormals6 жыл бұрын
Hey, it's been way too long since I used Max, so honestly I cant remember. There are definitely tools to do this though. Do a search for Texel Density scripts, or something akin to that. /H
@AhmedHasan916 жыл бұрын
yea thanks, i was only wondering if such thing exist or not, i didn't do serious search so far hope will find something
@AhmedHasan916 жыл бұрын
yes bro im using 2018, i am asking about doing the UVs.. for a car it takes a lot of time and even longer to make the texture density even all over the car, that's why im wondering is there anyway to make the texture density even all around or i should manually resize all pieces to get the same density everywhere? i've been doing this most of the time but now i have a car with a lot of details and doing UVs this way will take a lot of time :( maybe you know some good third party application to do the job quickly and in a decant way
@Chewbacca20006 жыл бұрын
Thanks guys!!
@FlippedNormals6 жыл бұрын
Cheers!
@knoriy6 жыл бұрын
Is there a way to workwith UDIM and nHair in maya? If you have mutiple udim tiles you can't place the hair unless it's within the 0 -1 space
@FlippedNormals6 жыл бұрын
I dont believe so. When dealing with hair and fur, I usually put the UVs in a separate UV set (like we did in the video).
@knoriy6 жыл бұрын
That was very helpful, Thank you. I managed to fix the issue i had. I didn't know what UV set's were used for but i'll definitely read more about it.
@williamparks95006 жыл бұрын
How do you keep texel density across UDIM tiles Maya layout has issues with this is there some settings you can share to help with this?
@leecaste6 жыл бұрын
William Parks you can layout all the uvs in the first udim to keep texel density and after that scale them up all together and move them manually across multiple udims. The point is to scale them all together once the texel density is uniform but I don't know if maya can do it automatically.
@jinchoung6 жыл бұрын
hmmm... is there a filtering issue when udim regions are different resolutions? so if the head is 4k but the neck is 1k, do you get a nasty seam?
@FlippedNormals6 жыл бұрын
Honestly havent had that issue at all to be honest. Mari also bleeds all the textures a lot from the border, which also helps eliminate seams. Maybe you get errors sometimes, but I havent experienced it. /H
@jinchoung6 жыл бұрын
cool. haven't used mari but it's good to know that it's not a show stopper!
@Oakyere4 жыл бұрын
whats the difference using udims over a high res map. let say one 8k map vs two 4k maps
@FlippedNormals4 жыл бұрын
UDIMS simply refers to a system of UV'in. Being able to spread detail across multiple maps. For film it's not unusual to have betweem 20-100 UDIMS. If you were to cram all that detail into one 8k or even 16k map, you would lose a lot of resolution
@TylerMatthewHarris6 жыл бұрын
What is your opinion on PTEX? I don't hear much about it anymore.
@FlippedNormals6 жыл бұрын
Hey! Essentially, it's not used at all, at least not in film. I've never seen it used anywhere outside of tech-demos. Maybe it's practical, but I don't see why it's more useful than UVs - as it really doesn't take take a whole lot of time to UV map a character, at least not compared to the potential hassle of using something like ptex. I'd be curious to hear if anyone has actually used it successfully! /H
@TylerMatthewHarris6 жыл бұрын
Same here! From what I know Pixar worked with Autodesk to develop it. But I feel like us and the rest of the world use ZBrush not Mudbox. I'd like to try it out one of these days. It seems like its been in development for ages.
@FlippedNormals6 жыл бұрын
It was actually developed at Disney, and I believed they used it on some of their movies (Bolt, at least), I'm unsure if it's used anymore. Having UVs is just so practical in a lot of ways, as you can up-res your textures, use them for selection sets, transfer stuff between meshes, etc - plus it's really the first step at texturing. A good UV layout can speed up your work SO much while texturing. Imagine you need to texture teeth and you're smart about it. You now only texture a single tooth and copy the textures across all of them. I'm not even sure how this would be possible with PTEX. Hope this sheds some light on it from a film-perspective :) /H
@Tritoon7106 жыл бұрын
Have you used Unfold3D for UV's guys?
@TylerMatthewHarris6 жыл бұрын
+FlippedNormals I hadn't thought about that. +Tritoon710 nope but I just checked out their promo video and it looks freaking sweet. "Rent to own" is awesome. Have you tried it?
@sandeepc946 жыл бұрын
Hi guys, I am confused after modelling in Maya which software should we texturing keyshort or Maya or substance painter or zbreach .
@FlippedNormals6 жыл бұрын
For texturing software, the most popular ones are Substance Painter and Mari. We have a video coming out in 5 hours talking about the various 3D software out there :)
@sandeepc946 жыл бұрын
Texturing in substance painter is finel out put or we should import model into Maya and again we should work on it . Can you please make a tutorial on this topic .
@vllad746 жыл бұрын
Hi guys. Do you use Maya to arrange your uvs like this? I guess some of them are flipped. Thank you.
@FlippedNormals6 жыл бұрын
Yes, we use Maya for this. We'll cover specifically how to make a good UDIM layout in the future. Don't look too much at the UDIM layout in this video, as it can be improved a lot from here. H
@vllad746 жыл бұрын
Thanks! I hope it comes soon :) Ive always arranged my uvs by hand. I see a lot of people use symmetrical uvs so patches can be copied and pasted. I guess it speeds up texturing a lot.
@FlippedNormals6 жыл бұрын
We'll show specifically how we prefer to work with UDIMs from a speed point of view, where symmetry is a major part :) It will probably be out in a few weeks or so.
@vllad746 жыл бұрын
Great! Symmetry is nice :)
@PeterMakal6 жыл бұрын
Do you guys come across Ptex in production? And if so, how often?
@FlippedNormals6 жыл бұрын
Honestly, I've never seen anyone use Ptex in production. We still use UVs (udims) and there's no indication that they are going away. It doesn't take that long to do and I'm not really sure if Ptex solves any real issues.
@2bit8bytes4 жыл бұрын
So, it's just a series of UV maps instead of one all-in-one?
@FlippedNormals4 жыл бұрын
Instead of applying a single texture map to your model, youre applying several, spread out over different udims. You reach a point where you just cant add more resolution to your maps, so adding more maps is better instead.
@vuankhanhbeo Жыл бұрын
5 years later, still no link for that symmetry they talked about..
@darijozivkovic79316 жыл бұрын
Guys why is so hard to find good tutorials for MARI and RenderMan? Even though, both are well known programs.
@FlippedNormals6 жыл бұрын
Honestly, Im not sure. We are definitely planning on doing Mari tutorials in the future, though we have no current plans for talking about Renderman.
@Merrypaws5 жыл бұрын
You do great tutorials, but they aren't very... beginner-friendly. They rely heavily on switching between a number of expensive programs. I'd like to see you give an example of what can be done with a limited toolset when you're looking to get into the industry. Like in my case, I only have access to Photoshop and student license Maya, so maybe you could show what can be done with just those?
@FlippedNormals5 жыл бұрын
This is a great idea! Thanks a lot :)
@roman2.03 жыл бұрын
what is the difference between uv slot and udim
@FlippedNormals3 жыл бұрын
A UDIM is just a way of describing a set of uvs that span across multiple UV squares. This is useful if you want more resolution than what can be cramped into one square.
@RomboutVersluijs5 жыл бұрын
BUt this also means way and way more data when rendering. What is the knowledge or method of deciding how many maps should be used?
@uwirl43385 жыл бұрын
Quite the opposite, since just the required maps are loaded when rendering a given frame.
@RomboutVersluijs5 жыл бұрын
@@uwirl4338 Yeah but those maps are 4-8k, your comment doesnt make sense to this context. Even if needed or not, when needed its still HUGE. You dont switch between frames to different maps sizes, unless they got some script for that. Probably they do
@JokeZ13376 жыл бұрын
Sorry, but i still don't get it, or maybe i have... Is UDIM just a system to tell the shader "ok now on this part of the croc we're using the UV setup of #1005 and the matching texture to that is "Body01.tga". Something like that? Like, you are still gonna end up with, in this case, 14 different textures when you export it, say out of Substance Painter, right? So the whole point is to be able to work with a much higher resolution, drawing from >multiple< 8k+ textures, but all on ONE mesh and you don't have to use multiple shaders?
@V3lcro56 жыл бұрын
Your pretty much right, yes the painting software will output 14 different files for lets say the color map. However in most packages (Speaking from a commercial/film standpoint, I don't work in games) The software only needs to see one file, and then you tell it it has UDIMs associated with it. So only one shader is required, and the software/rendering package does all the work assigning them to the right spots. There's other technical stuff that usually happens with UDIMs, that make them very efficient for commercial rendering.
@FlippedNormals6 жыл бұрын
What Manuel said here is spot on! Thanks for your comment. The maps will look something like 'body.1001.tif, body.1002.tif', etc If you have 30 udims, it will do from 1001-1030. When you load them into your render engine, you simply load one file node and set it to 'UDIM'. We'll explain more about this later. /H
@JokeZ13376 жыл бұрын
and instead of just linking to one texture you can link, say to a folder instead and every texture within gets applied to the designated uv space then? thx for the replies!
@FlippedNormals6 жыл бұрын
No - you normally cant link a folder, but instead an image sequence (1001 and up). The maps are automatically assigned to their correct UV space.
@ManicAfterShock6 жыл бұрын
This video can be summed up as giving you more resolution, breaking up textures into multiple UV tiles and its used professionally. These two ramble and joke the rest of the way. No technical information is explained and there are no demonstrations of using UDIM's in game engines (you know...like brief overview's of how this would work in other engines, before actually making videos...). Except for a 18 minute demo of what a UDIM looks like, this video is just shy of useless.
@CrackedTubeGamer6 жыл бұрын
Sad to say I got to 13 minutes before realising they were just rambling about shit.
@ChippWalters5 жыл бұрын
My understanding is that UDIMs do not necessarily create more resolution-- after all you can always increase map sizes and you can also adjust models UVs so that higher detailed areas are represented with more map area. From what I can gather-- it's a good workflow tool-- helps with organization-- and also good for interoperability.
@a.pozasgonzalez21317 күн бұрын
How you can import udims in zbrush?
@FlippedNormals3 күн бұрын
If the model has UDIMs in Maya/Blender, then you can simply export it as an OBJ and import it into ZBrush. The model will now have UDIMs. If you export a disp map from ZBrush using the Multi Map Exporter, it will be exported with the correct UDIMs. In short: Nothing to do really
@SkyyWalkerr286 жыл бұрын
How come you use Mari and not something like Substance Painter? Personal preference?
@FlippedNormals6 жыл бұрын
Hey! We actually have a video coming out on Thursday where we specifically talk about this. In short, Mari can handle a LOT more data compared to Substance, and as I work in film, we need an insane amount of details. Like we talk about in the video, we might need over 100 UDIMs to get the details we need. So in short, not so much personal preference compared to just what the tools can do. One isnt better than the other, they just have different use-cases. /H
@VisualAudioV6 жыл бұрын
Looking forward to it!
@petyavodolaz4 жыл бұрын
Ferdinand looked a bit shy
@an3k5 жыл бұрын
Haveing a single 20K UVMap costs less resources than five 4K UDIMs. Resolution is the same but you only have to handle a single file, not five. UDIMs are made by people who have absolutely no technical background. They may be good designers but that's it.
@harshadjoshi39446 жыл бұрын
Unity is working on UDIM Materials. Check it out here blogs.unity3d.com/2017/08/01/multi-material-using-custom-inspectors-and-scriptable-objects-for-udim-materials/
@FlippedNormals6 жыл бұрын
Very nice! That's awesome to hear.
@sauravbadaik4169 Жыл бұрын
Can anyone tell me full form of UDIM
@in_context84676 жыл бұрын
Hi. So what would be actually the workaround for video games. I am currently working on the jet engine drive.google.com/open?id=19iOaLHTcmvLdVDwoR4A4DHtxnoUEnoeI . I plan to put a lot of intricate details in height map on the surface of the engine. I actually thought about texturing with udims but now I am puzzled. Should I use 2 unique 4k maps instead? Thanks in advance!
@FlippedNormals6 жыл бұрын
What you can do is to have separate shaders and maps for the various parts. UDIMs are particularly useful when you have a model which can't be split up, like a character, but for something like your rocket (looks great btw!), multiple shaders and materials should work fine.
@alexandruachim7435 жыл бұрын
I've been going through googling UDIMs, reading and watching videos and it appears they are only used for characters. What if you wanted to do large environments for video games?
@remon5635 жыл бұрын
youd use several tiling textures instead, no need for UDIMS (since your environments are not 1 large object but consist of many loose modular parts).
@nirupchand51382 жыл бұрын
SIR PLEASE SHARE MODEL
@abrahamhdzgames4 жыл бұрын
"Fernand is going baaaad!!" jajajajajajaja xD
@drewjackson38584 жыл бұрын
Um, I'm pretty sure Ferdinand is an alligator. Nope. Just checked. He's a croc. His snout is too narrow.
@cesardelarosa21026 жыл бұрын
It would be nice if you guys stick to actually showing the fundamentals/concepts and leave the anecdotes. The video can be summed up in less than half the current length.
@ChippWalters5 жыл бұрын
Besides the fact you spend the first third of the video talking about the layout and numbering format for UDIMs-- you never get around to explaining the WHAT and more importantly the WHY. I couldn't watch this one to the end because it was clear from the beginning there was no real structure. PRO TIP: Start off with WHAT and WHY before diving into the details. Show a real example that makes it crystal clear WHAT UDIMs are and WHY and WHEN to use them. AND THEN... Dive into the details
@marcialwar5 жыл бұрын
Came here just because this is coming to blender 2.82 and agree with you completely..