Nice try to dodge the real issue, what if my 3D app doesn't support UDIMs or if ID maps are not an options?
What if I want a single texture space for all of my model? when did that become so radical of a request?
And what about FBX or glTF with texture export?
The issue is Painter CANNOT export a mesh with the texture info that you see in its 2D UV view, you can't even export what you see.
Sorry, I must be missing something. But I did not suggest you
have to use UDIMS or ID maps. But my questions is why can't you make your model use a single texture space already? Painter is certainly capable of that. I always set up my models so that the texture set uses all the UV space. So I never do any manual stitching, and that's not in UDIM models.
You said (I think in a different post) that you have 20 texture sets per UV tile... My question is why do you need to do this? is it just a visibility issue- so you can hide and unhide parts of the mesh?
Like I mentioned before, if you export your model with a single material assigned then it will all go into a single texture set. If you have multiple texture sets per model, but all are in UV space 0,1 Then you can assign a material for every desired texture image (UV space 0,1). This way Painter will export the full texture space with everything in it.
You really don't have to separate meshes per material in Painter (if that's what you are doing) since using PBR you are perfectly capable of texturing a whole range of materials (leather, metal, etc) using the same maps and same shader.
So if you are separating your metals into one texture set, and your leathers into another (even though they share UV space 0,1) well I am trying to tell you you don't have to. Separating materials in Painter is as simple as putting them in their own folder.
It just sounds like a classic mistake I see people do all the time which is just not setting up your mesh to work with painter properly when importing into Painter. Most people just grab whatever mesh and throw it into painter expecting it to be fine but in reality, there is some setup required for complicated models. Especially how you assign materials in your mesh, Painter will read these tags and assign a texture set per material. Sometimes you don't actually want this. So you just assign a single material or a few temporary materials for every desired texture space.