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Project Configuration UDIM Tiles

Community Beginner ,
Mar 04, 2025 Mar 04, 2025

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Hello,

I have created a house model in Blender, unwrapped its UVs, and imported it into Substance Painter for texturing. However, I recently realized that the UVs for the house walls are too small, resulting in low-resolution textures even at 2K.

To address this, I went back into Blender, adjusted the UVs for the walls by moving them to UDIM tiles, and re-exported the model. However, when I attempted to update the model in Substance Painter using Project Configuration, I found that the option to enable UV Tile Workflow (UDIMs) was not available. Instead, the message simply states: "Project not using UV Tile workflow." (Screenshot attached).

My question is: How can I update my project to use UDIM tiles while preserving the textures I have already created? I don’t mind redoing the wall textures, but I would like to keep the rest of my work intact.

TOPICS
Import & Export , UV Tiles

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correct answers 1 Correct answer

Adobe Employee , Mar 05, 2025 Mar 05, 2025

Hi @mutanzom,

 

Thank you for the message.

 

Indeed, Substance 3D Painter can't update a model from non-UDIM worflow to UDIM worfklow.

 

From there, you have two solutions to keep the rest of your work intact.

 

  1. As long as UVs stay the same (not the walls so), you can simply export your work (Base Color, Roughness, etc.) as bitmaps, import them back to your new UDIM project and drag & drop them in a Fill Layer.
  2. In your current project, place all layers in a group and RMB on the group "Create Sm
...

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Adobe Employee ,
Mar 05, 2025 Mar 05, 2025

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Hi @mutanzom,

 

Thank you for the message.

 

Indeed, Substance 3D Painter can't update a model from non-UDIM worflow to UDIM worfklow.

 

From there, you have two solutions to keep the rest of your work intact.

 

  1. As long as UVs stay the same (not the walls so), you can simply export your work (Base Color, Roughness, etc.) as bitmaps, import them back to your new UDIM project and drag & drop them in a Fill Layer.
  2. In your current project, place all layers in a group and RMB on the group "Create Smart Material". The layer stack is now saved in your Asset Panel and you can drag & drop the newly created Smart Material in your new project.

 

Hope this helps.

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe

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Community Beginner ,
Mar 05, 2025 Mar 05, 2025

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Creating them as smart materials and then applying worked perfect, thank you.

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