Author Topic: Texture Distortion while trying to use UDIM with substance painter and Unity  (Read 1959 times)


I am doing some experiments to try to find the best way of texturing a large assets in substance painter, and get it into unity. The easiest way is obviously to just split up the mesh into multiple pieces, and texture each one individually, but when I did this I noticed seaming and gaps that were hard to get rid of.

So, I am trying UDIM.

So far, it seems to be going well. I can export from 3DSmax (using unwrella for the unwrapping) into substance painter, I select the UDIM option, and I get all of my texture sets in a different layer. So far, so good.

I now texture everything, (I am just using very simple concept textures here!) and I get this:

Looks fine, the uvs line up between the different texture sets, there are minor seams, but nothing too serious. So I export to unity.

Unity picks up the multi-sub object, and creates a mesh renderer with 8 slots. So I create my materials and set them up with albedo, metallic, etc, but I notice this issue:

It seems that there is heavy texture distortion on all of the textures. I can't seem to find a reason for this. I am guessing that it is something to do with the UV's not being picked up?

Can anyone shed any light on this? Based on my research on this forum, it seems that UDIM with unity should work, is this not correct?