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Laeti_br
Participant
December 7, 2023
Question

How to use substance UDIM workflow with symmetrical UV parts

  • December 7, 2023
  • 1 reply
  • 605 views
Hi ! I have a problem with the UDIM workflow...

I wanted to switch to a UDIM workflow (until now I didn't use it and so I separated my UVs with different IDs and materials, so i had to switch between differents TextureSet) However, I've tried everything for my symmetry and nothing works: If I apply an offset for symmetrical UVs parts as I was doing before, this time all UV boards are taken into account, so I'm multiplying the number of textures and that's not what I want of course (for video game workflow optimisation issues). And If I overlay the two part of my UVs, It just doesn't bake (but the symmetry that I want works !). I know there's a way to do it, because there is a complete substance painter tutorial on Youtube, with exactly this type of mesh and UVs, except that it's not explained at all in the video. Also, some of my former colleagues have already done it.
_ Please help_ because i'm going crazy trying out everything that i can think of and not finding any solutions on internet T_T Thanks !

This is the substance tutorial that i talked about : https://www.youtube.com/playlist?list=PLB0wXHrWAmCx1fWbUyBFcjtfL8xhxZFnv
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1 reply

Cyril Dellenbach
Community Manager
Community Manager
December 8, 2023

Hello @Laeti_br,

 

Thanks for the message!

I'm not sure to understand what's this symmetry issue you're facing. Could you share some visuals, like screenshots of the issue, etc? The symmetry behavior shouldn't be related to UDIMs.


Regards,

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe
Laeti_br
Laeti_brAuthor
Participant
December 8, 2023

Unfortunately I can't show any visuals because of an NDA ^^'. But I'll try to explain it more clearly:

For optimisation reasons, I make half of my mesh, unwrap its UVs and then apply a symmetrical modifier (I'm working on 3DSMax) to get the other part of the mesh. And then, usually while arranging my UVs, I offset my duplicated sides by 1 in U. Using the traditional workflow on substance painter, this works perfectly well, the texture is repeated in these coordinates and so I have my symmetry and only one side of the mesh on my UVs. But I wanted to use the UDIM workflow, so obviously this technique can't work because the duplicated side will be taken into account this time. So I tried a few things:
--> I tried to offset outside the 0.0 to 1.1 bounds but obviously this isn't taken into account during baking.
--> I've tried stacking both sides but that doesn't work for baking.

And in this substance painter tutorial, it seems that the dragon has the same type of UV as me (only one side) and that it does work with the UDIM workflow.

Thank you !