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35

Need ability to export UDIM tile's name for game engine

Explorer ,
Mar 18, 2022 Mar 18, 2022

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The UDIM numbers are not useful for game engines, yet they are essential for painting and baking across multiple parts of the mesh in Substance Painter.   Instead of having to look up what part 1004 is, it would be nice if I could export it with the name I put on the tile within Substance Painter.

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UV Tiles

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22 Comments
Explorer ,
Mar 18, 2022 Mar 18, 2022

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Something like $udimTileName or $tileName would be nice in the naming convention.

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Adobe Employee ,
Mar 21, 2022 Mar 21, 2022

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Hi,

This is a good point! I'm putting this on our list of feature requests. Bear in mind that we don't have any ETA for this feature. 

Thank you,

Kind Regards,

Geoffroy SC

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New Here ,
Mar 15, 2023 Mar 15, 2023

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Hey @GeoffroySC, coming up on the 1 year anniversary of this request. Any update on it? Would be such a useful feature.

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Adobe Employee ,
Mar 16, 2023 Mar 16, 2023

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Hello @Matt25778650jidw.

 

Unfortunately, nothing new to share on this side. I can bring it up to the team once again, but let me suggest you (and people who may read this thread) to like the post if you think the idea worths being implemented. We watch this kind of metrics.

 

Best regards,

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe

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Explorer ,
Mar 22, 2023 Mar 22, 2023

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Im suprised this is still an issue. We need the ability to export specific naming withouth having to manually rename each file every time we want to see it in the game engine. Im using UDIM and can only export the textures out with the udim number and not the custom name we give each udim. Please add!

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New Here ,
Apr 03, 2023 Apr 03, 2023

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I would also like to see this implemented. Specifically for use in a game engine. Having the ability to see a description of the UDIM and the UDIM number would be absolutly helpful. No guessing as to what the UDIM is when having to manually set up or inspect. 

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Explorer ,
Apr 03, 2023 Apr 03, 2023

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If you want the feature enough people need to "like" it.  It's not going to get implemented with 2 "likes".

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Explorer ,
Apr 03, 2023 Apr 03, 2023

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I mean "upvotes"

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Explorer ,
Apr 03, 2023 Apr 03, 2023

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thats a shame

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Adobe Employee ,
Apr 03, 2023 Apr 03, 2023

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This is of course not the only thing we look at to release a feature. The relevancy of the request, our ongoing features, Painter's structure, etc. also weigh in the balance.

 

But we regularly talk about user requests and a highly upvoted post will obviously be something taken in consideration. 

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe

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Explorer ,
Apr 03, 2023 Apr 03, 2023

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Im curious what the typical udim workflow is, Im sure every artist needs to iterate, so I guess they just leave the cryptic named files as is? Or maybe everyone is used to renaming them, I know at my studio Im the only one complaingin about it, everyone else just renames them each time.

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Explorer ,
Apr 03, 2023 Apr 03, 2023

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I think most game studios do not use UDIMs.  It's not practical for game engines.  However, Substance Painter only allows you to paint across UDIMs and not texture sets.

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New Here ,
Apr 03, 2023 Apr 03, 2023

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@Robert W Taylor this conversation is not about using UDIMs in game, but rather about using the UDIM workflow in Painter then exporting each UDIM tile to its own texture set as you typically would for games. That way you get all the benefits of the Painter UDIM system (single layer stack, paint across texture sets, etc.) while still having the standard texture set setup for games in your exported files. The only thing required to make this workflow seamless is exporting with UDIM names rather than 1001, 1002, etc.

 

@Riki3D My current solution is to use a batch renaming tool like Advanced Renamer. That way you can just setup some find/replace rules and drag in the files to swap out the numbered UDIM IDs whenever you re-export. Quick once its setup but still a hassle. 

 

 

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Explorer ,
Apr 03, 2023 Apr 03, 2023

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Ive just recemtly started using them. Its actually quite useful on large modular sets that end up using the same smart materials, but yeah most of the time all that is needed is a texture set.

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Explorer ,
Apr 03, 2023 Apr 03, 2023

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I know what this thread is about. I started this thread.  I'm saying that most game devs do not use UDIMs.  The only reason I want to use them is because Substance Painter only allows painting across tiles using UDIMs.  The names for the UDIM tiles are arbitrary.  Substance Painter lets you add a name to the tile in the Texture Set window.  But it doesn't let you export this tile name instead or with the UDIM tile number.  The name would be a lot more useful for use in game engines than the number.

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New Here ,
Apr 05, 2023 Apr 05, 2023

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In our studio, we have pre-established naming conventions. When we want to paint across UDIMs we must then rename the output to follow these conventions. We are not using large amounts of UDIMs. Mostly a couple or a few.

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New Here ,
Jul 10, 2023 Jul 10, 2023

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Hello! Yes please, it would be awesome to add that as a feature. I'm working in a game studio that already have naming convention and having to rename all the UDIM by hand can be a pain in the a** especially if there's a lot of them! Anyway! I hope you guys can do something about this! 🙂 Cheers! 

 

William | Senior Character Artist | Red Barrels

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New Here ,
Jan 19, 2024 Jan 19, 2024

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Hi,

This is an important missing feature, please include it asap.

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New Here ,
Jan 19, 2024 Jan 19, 2024

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Hello Cyril! Mostly 2 years now! 🙂 Do we have any update on this? 

 

William | Senior Character Artist | Red Barrel

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Explorer ,
Jul 29, 2024 Jul 29, 2024

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This doesn't seem like it would be a hard feature to add.  Especially since there already exists naming a tile in the layer panel.  And there is already a naming convension system for the file export names.  

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New Here ,
Sep 24, 2024 Sep 24, 2024

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我需要这个功能!!!!

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New Here ,
Nov 25, 2024 Nov 25, 2024

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Still waiting on this one as well! 🙏

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