Simple question: Is there a way to deal with ovelapping UV islands when using the UV Tile workflow in the same way there is when using the regular workflow?
The ability to offset overlapping islands onto the next UV tile over to have them mirror all the detail on the primary UV tile is convenient for making efficiently textured models, and I'd really like that convenience with the UV tile workflow.
Thanks in advance.
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Thanks for the feature request but from now you cannot have overlappings between UVs with Texture Sets or between UDIMs with the UV Tile workflow.
You could use the mirror tools and set up your model in a way that allows efficient use of the mirror function.
Thanks for the recommendation, but I'm trying to model in such a way that similar-looking elements of my model have UV islands that occupy the same space on my UV unwrap because of the limited texture size/budget I'm working with while also maintaining a certain texel density.
The mirror symmetry tool is good for painting where someone with a greater texture allowance for their assets, either through having multiple texture sets or a larger texture resolution, and as such can have unique UV islands for these mirrored elements. My constraints in this context, however, mean that having overlapping UV islands for details mirrored across the model is preferable both for technical reasons (maximizing my texture budget) as well as the time saved mirroring similar details to multiple parts of a model even if they aren't symmetrical.
I was just curious if I missed how to have both overlapping UV islands and use the UV tile workflow in substance as the UV Tile workflow allows me to work on many assets or larger assets within Substance Painter, such as saving me time when applying the same material to multiple models as opposed to copying them over into each texture set as generated by the conventional (non UV tile) Substance Painter workflow.
That aside, thanks for your input!