• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

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MSFS Multi-tile (UDIM) textures and 3DS Max Workflow...

Hello all!

I've been trying to make a Terminal building work on MFS without success. I tested it on Unreal and 3DS Max and all textures work as a charm (also the model is fine). On the UDK version, that supports UDIM, it runs smoothly. BUT, I can't seem to get the textures anywhere near "working" on the SDK. I've searched the seas of Google for an answer in a desperate attempt to find out if MFS2020 supports UDIM. Anyway, so far it doesn't work, at least for me.

So, on the 3DS Max to MFS2020 workflow, which are the steps to be taken for UDIM to work? Or should I just drop the idea and split the object and then assemble them all inside the Sim? Any insights?

Additional info: the textures were made on Substance Painter and exported as PNG (4096 x 4096); There are 6 tiles total and five maps for each tile (normal, roughness, metallic, albedo and AO). I've checked the scenery's folder structure and rebuilt the project several times already. I used the Flightsim plugin on 3DS Max for exporting and the Babylon exporter as well...

Thanks in advance.

I am not sure that MSFS SDK is supporting UDIMs, are you?
You can split your building in several objects, and group them. It will create only one gltf file like this.
Not sure at all if it is the best way to do it.