Each UV Tile is displayed with its name based on the UDIM convention. The Texture Set List has been updated to list the UV tiles related to the material found on the imported mesh. This allows to increase the general resolution and quality of an asset by simply multiplying the number of UV Tiles. UV Tiles which are within the same Texture Set can be painted across seamlessly. When using the new UV Tile workflow, the 2D view will now display a new grid where each UV Tile has a dedicated UDIM number. Note that once the workflow has been decided and the project created, it cannot be changed later contrary to other settings. When creating a new project, there is a new setting to specify if the new workflow should be used or not. Here is an overview of the changes introduced with this new workflow: This is why we chose a broader term for this workflow. We’re also thinking about supporting tiles with negative coordinates, which isn't possible with the UDIM scheme. While UDIM is currently the only convention available, we have plans to expand it in the future (such as supporting Mudbox or ZBrush naming). UV Tile is the term used to describe in a generic manner this new workflow since UDIM is mainly a naming convention. UV Tiles which are within the same Texture Set can be painted across without seams, in both the 2D and 3D viewports. Instead, UV Tiles are contained inside a single Texture Set based on the material assignation of the mesh. With the new workflow, the UVs are not split into individual Texture Sets anymore. In this release we introduce the new UV Tiles workflow to Substance Painter which allows to paint across UDIM tiles. Major Features New UV Tile Workflow with Painting Across UDIMs It also includes several performance and project size improvements for any type of project.Īrtist credits: Dragon by Damien Guimoneau and Robot by Jason Huang. Substance Painter 2020.2.0 (6.2.0) introduces the new UV Tile workflow which allows to paint across UDIMs.
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