Hey Guys I have a problem with exporting my textured model.
I UV unwrapped my model to 6 UV tiles. Imported these tiles to Substance Painter and textured it.
I imported it back to Maya and set the aiStandardsurface to the UDIM Workflow.
Everything worked as it should be, atleast for the arnold rendered image.
But I need to export the whole model as an OBJ or FBX file, so another person can import it, with all textures on. Without importing all single maps, because Vectorworks does not support it.
But when I export the model as an obj or fbx file, it seems like it only takes the first uv tile. All textures in the following 5 uv tiles are being ignored, you can see on the screenshot.
also found out, that fbx can't export the aiStandardsurface properly, so I had to change it to the Blinn material.
Short : I need the correct base color of the model. I don't care about roughness, normal, metalness and so on.
Can you guys help me?
Solved! Go to Solution.
Solved by marcoU7VMF. Go to Solution.
UDIMs don't work in Vectorworks so try to bake the diffuse to a single UV map texture.
thank you for your reply @damaggio
I found a workaround that at least temporarily solved the problem for me. For the future I now know that FBX does not support UDIM workflow and will take this into account.
But here is what I had to do of necessity.
I had these 6 UV Tiles. I selected all UV Shells in the first tile and gave them a Blinn material and connected the color with a file node, linked to the exported base colour from substance painter.
I did the same with all other UV tiles, so i had 6 new materials in total.#
so I had at least a completely textured model.
yes , that's another way of doing if you don't mind having several shaders.
Also FBX does export UDIMs , it's an industry standard file format and Objs also, they all save your UDIM layouts.
I just wanted to correct that so students don't get confused.
The problem is that some other apps don't support UDIM workflow.
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