

Pre-modelling considerationsīe careful not to go overboard with your groups and textures.

In simple terms, UDIM makes UV mapping and texturing easier by enabling you to create multiple UV grids for the same model by allowing you to have 10 tiles on the U-axis, and an (almost) infinite amount on the V-axis.Īs with a normal UV tile, you can't have polys outside of the UDIM tiles' boundaries either, but we'll get to that later. Some renderers and texturing applications take this a step further by also providing support for something called UDIM – U-Dimension. It's also vital that all your model's flattened polys need to be inside the UV tile in order to provide your baker and renderer with accurate texture information. This is to make sure that no matter how you choose to map, flip or stack your UV'd bits and pieces – called islands or shells – the depth coordinate will ensure they show correctly in 3D no matter their mapping. You may be wondering why 2D space also has a depth coordinate. Look for the Spacing settings in your UV mapper Make sure your mapped UV groups have sufficient gutters.
