How to use UDIM Materials in Unreal Engine 5 - Tutorial
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- เผยแพร่เมื่อ 3 ก.ค. 2024
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BTW I highly suggest having a separate material for transparent objects since when you check the "two sided" option, it basically doubles the geometry of everything assigned to that double-sided material.
That is incorrect. That setting only turns off backface culling.
@@darksweeper Unless something has drastically changed and I am not aware of it, two-sided objects are rendered twice. So if you have a small area of your object that you want to be double sided it's better to have that area be a separate object. Meaning it's better to render 200 polygon's twice (just the glass) instead of 20,000 (all of the top mesh).
exactly what i need. helps perfectly. thank you
Thank you! This was incredibly helpful.
THANK YOU SO MUCH FOR SHARING THIS
Very informative! Thank you.
Wow this was so helpful!! Thank you
This helped so much thank you!!!
Thanks for this man! I was creating a master material, when I plugged my base color map ( udim) and my model looked like crap, thanks for saving me !
Thanks u for the detail Tutorial
Huge thank you.
awesome 👏🤟
Thank you for this! My question is how we can apply UDIMs to an alembic file? Any idea on this?
Спасибо огромное, это видео очень помогло
Hi first of all thanks for your works, i have an issue with the shooting animation unreal's log say because of cannon related bones doesn't exist so the barrels rotating animation is not, how can i solve this? thank you in advance
I’ve got a question… the main reason why I’m even here is I’m wondering is there another program other than CryEngine that sees & can import CDF (Character Definition Files) files into another program & actually sees it? Basically it’s the same concept as a CHR in 3d Max, but it looks like there’s not a lot of programs out there that will import a CDF so that the figure is rigged right. There’s a model that I want to use, but I can’t get it load in Blender for example because most of the plug-ins for CDF files in Blender no longer work. Personally I think that there should be more access to what files that a program can read… restricting that is like not allowing a program to see a JPEG, BMP, or TIFF for example. More file types should be universal is my attitude… but I’m wondering is there something out there that can see & import a CDF so that it can be exported as a different format? All the parts/meshes to the model that I want to import into Blender work… but the rigging won’t get imported… & because there are so many parts there it’s going to be a NIGHTMARE to put it together manually. That’s why I’m asking if anybody has any experience with this.
My VT doesn't look like that at all. (I didn't make it) instead of 4 nice squares side by side, it's 4 squares that are separated and surrounded by huge chunks of black, and the texture isn't in the proper position on the model, not how it is positioned in maya
Hi thanks for the great video. I'm currently trying to use this workflow and for some reason the UDIMS only work from the first couple tiles basically 0,1 - 0,2 and 1,1 and 1,2 - all the rest aren't displayed. I noticed in the texture panel is says Max In-Game 40960x8192 and it also says Imported 4096x4096. The texture in the texture viewport shows all the UDIM tiles, but it's only displaying those 4 tiles on the model leaving the rest messed up looking. Any help on this would be great! thanks a ton!
Hey, have a similar problem, I have 5 tiles 4096, but after the import it's only the first tile. Have you come to any solution by now?
@@nonamestranger1619 nope couldn't find a solution, had to use fbx. Alembic is basically broken for UDIM.
Hi! I dont get way my model look like shit even if I do everything right.. VT enabled. Right naming. I just dosent work.. ( exporting from RC)
Mine doesn't work either, did you figure it out?
@@vanessamuniz3025Yes, dont enable Build Nanite on import, enable it later when it's all setup
Does UDIM support on android packaging ue5?
No it does not work I just tried it on UE5.3.2
@@AhmadRocks I tried on 5.2.1 5 days ago, it worked, and looked good enough
@@Glorious_Deccan did you enable android previewer? And packaged the game to see how it works? Because I did and it changed the texture on mesh and looked like when you don't have uv unwrap on mesh and put a image on it a mess...
@@AhmadRocks as I said it worked as word in editor preview, just enabled VT in settings and also VT support for mobile, try again if you want to
@@Glorious_Deccan oh yes I forgot about VT setting for mobile, I will check it out. Thanks for telling me!
Not exactly a free download ;)