UDIM texture sets
Texture detailed assets across UV tiles, paint across tile boundaries and export numbered maps.
On this page 4 sections
Spread a detailed character, vehicle or environment asset across several UV tiles. Open Painter creates a texture set for each occupied UDIM tile, with its own resolution, layers, masks and baked maps. Your UVs stay in their original layout.
Create UDIM texture sets
- Unwrap your model across tiles, keeping each face inside a single tile. Tiles 1001–2000 are available, including gaps and additional rows.
- In Object Mode, select meshes that have not yet been assigned to Open Painter texture sets. Use local, single-user mesh data. When selecting several meshes, give their render UV maps the same name.
- Choose Texture Sets › Create UDIM Sets. Enter an export name and the resolution for the tiles.
- Select a tile in the texture-set list and add a smart material, fill or paint layer. Adjust each tile's resolution to suit its detail.
Faces are grouped by tile, so one tile can contain faces from several objects or original materials. Open Painter retains the original material slots. Finish your tile layout before creating the sets; this workflow starts with unassigned meshes.
Paint across tiles
Select a paint layer and enable Paint Across Sets to brush over tile boundaries. Both Paint Material and the native channel brush support this workflow. Linked paint layers receive the strokes while each tile keeps its own material stack. Turn the option off to work on the selected tile alone.
Use the same material module on several tiles for a consistent starting point, then add local details to each. To use external texture images, assign each image to its corresponding tile's layer.
Bake and save
Select a tile and use Bake Mesh Maps as usual. Edge wear, cavity dirt and other effects use that tile's maps. The Bake Correction Brush also works per tile.
Save the .blend to keep all tile assignments and authored content. Native painting uses a temporary local UV map; Finish restores the original active map. Choose resolutions across the whole asset: close-up areas can use more detail than small or distant parts.
Export numbered textures
In Export, choose All Texture Sets or Selected Objects' Texture Sets. Give related tiles the same Export Name. A model named Robot produces files such as:
Robot_BaseColor.1001.png
Robot_BaseColor.1002.png
Robot_Roughness.1001.png
Robot_Roughness.1002.pngThe tile number sits immediately before the extension. Export presets keep their channel naming and packing, and package manifests record each tile. Load the numbered textures as a UDIM set in your destination application. For a single atlas, use Stage Atlas to arrange the tile sets on a copied mesh.