Paint Across UV Tiles (UDIMs) in Substance Painter

Jul 28, 2020 at 12:58 pm by Press Release

A new workflow for VFX artists and optimizations for everyone!

This is it. The moment you have been waiting for. Today, Substance Painter reaches new heights of definition, optimization, and maneuverability. Every artist will feel a significant performance boost, all thanks to the introduction of a much-awaited new workflow: you can now paint across UV Tiles. Check it out:

What is the difference between UV Tiles and UDIMs? How can I use this workflow in Substance Painter? What does this mean for the future of Substance Painter? The answers of all these questions, and more, are here. Read on. 

Is it UV Tiles or UDIMs? Both, actually! 

In Substance Painter, UV Tile is the feature and UDIM is the naming convention. While UDIM is currently the only convention available, we have plans to expand it in the future (such as supporting Mudbox or ZBrush naming standard). We’re also exploring the idea to support tiles with negative coordinates, which isn’t possible with the UDIM scheme. This is why we chose a broader term for this workflow. Learn more about UV Tiles in the documentation. 

Supercharged texturing for all

The point of the UV Tiles workflow is to allow you to deal with much higher resolutions. In order to support this, we’ve had to roll up our sleeves, and tinker with many aspects of Substance Painter. As a result, we’re coming out of this new release with many ways to make your texturing workflow faster, lighter — better.  

— Open large files faster: viewport textures computation launches when you select the texture set you want to work on. 
— Save your project at least 30% faster, as we’re saving only what has changed since your last save. 
— Bakes load asynchronously. They also take less space! Your files are on average 20% lighter.
— When you’re working on a mask, in the viewport, we’re only updating the mask, and not the texturing. 
— Export your textures at least 60% faster.  

You can also take matters in your hands, and gain time by pausing computation. Multiple costly actions – like the application of several smart materials on a complex project – will be queued, until you un-pause computation, which triggers calculations.

New workflow, familiar interface

So, this is it, your first new UV Tiles project in Substance Painter. To set it up, you can just opt-in the UV Tiles (UDIMs) workflow and use your .FBX or Alembic mesh with UDIMs. 

You can get creative right away – or you can import a UDIM image sequence. Once you have imported your resource, just drag and drop it in your new fill layer, and voilà! Each texture will automatically be assigned to its respective tile.

For more details, here’s a tutorial


You’re all set up to work.  

Yes, the UV Tiles workflow is new, but you will find that it’s designed to be familiar. Basically, if you know your way around Substance Painter, you should be able to carry on fairly easily. 


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