• 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:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

MSFS20 UDIM workflow

Messages
119
Country
spain
Does anyone know how to import models with UDIM textures? Is there anyway to do this using the Toolkit?
 
Maybe i found something like a UDIM workflow for the texturing step and after that exporting it with "normal" materials workflow.

1. you model everything and assign your materials like you do normaly. Unwrap the mesh parts for the different materials.
2. if everything is done. save the blend file with a new name maybe some suffix like UDIM or so.
3. create a new material on every object (this will be your painting material)
4. create your udim tiles in blender.
5. select your first material and move the uvs to the udim tile you want for it. (keys: g + x + 1) this moves the selected uvs exactly 1 square to the right.
6. repeat this with every material until you have every uvs properly on its UDIM tile.
7. delete every material except the one from step 3.
8. export
9. open up substance painter or similar.
10. texture it
11. save the textures.
12. open blender with the original materials
13. assign every texture to its material
14. export to msfs.

with this combination you get the advantages of udim in the texture process. and in the end you can use the textures with the normal material workflow to export it to the game engine. :)
 
It supports 1 texture per material but 1 object can have multiple materials.
Hi, what does this mean exactly? If I have a huge model in Blender, I can split it into some materials and have a different UV-Map per Material and then have a different texture sheet per material? Until now I always used "vertex paint" and only one material with only one UV map. Which led to some issues as the resolution is not really high enough of one texture sheet if it is used for a complete set of building.
 
It is the same uv map but you only select the mesh parts from that material and unwrap it. So it is technically laying on top of each other but with the different materials you have multiple textures
 
Back
Top