In this update to my previous tutorials we look at how to maximise texel density by splitting a model onto separate UDIM tiles in Rizom UV based on materials applied using Selections in Cinema 4D.
Note: This workflow is somewhat outdated now that Substance Painter understands UDIMS. It's not necessary to split a single object into multiple materials and selection tags in C4D. Objects with a single material can be split across multiple tiles in Rizom UV and Substance will create a single texture set with multiple udim tiles.
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