MB-Lab
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UDIM Texturing
Is your feature request related to a problem? Please describe. So with the experimental versions of Blender 2.81, there is now UDIM support, which is an industry supported mapping method (I have read). So the idea is incorporate this in the future with MB-Lab. Not sure what it would do as I still have to research the possibilities.
Describe the solution you'd like Different UV mapping using UDIM
Describe alternatives you've considered Not much alternatives exist for Blender such as PTex.
Additional context
https://docs.substance3d.com/spdoc/udim-144310352.html
https://www.fxguide.com/fxfeatured/udim-uv-mapping/
Seems that there is no UDIM support in Unity and Unreal 4, which leaves out a good percentage of users of MB-Lab.
At least that is from what I have been reading from my searches. Unless I am wrong?
Open this enhancement up again now that the beta versions of Blender 2.82 properly support UDIM
Now to research how to do UDIM
So it opens up whole new texturing possibilities, however the Cycles rendering is not showing the checker pattern, possible conflict in the UV mapping. In EEVEE it functions just fine so at this point it is hard to figure out why the Cycles rendering is just not picking up the texture map. EDIT - It was just me and my own mistakes...
Anyways, the ability to paint FINE detail will add new dimension of realism to the models I believe.
The added bonus is that the current map is split up into logical groups so it is just a matter of making new UDIM grid and moving those vertices over to it, do some positioning and scaling and voila - new texture map area.
The downside is that this will break ALL compatibility with previous versions it terms of texturing, that involves the UV maps, texture maps, shaders, and the coding to tie it all together. I am sure at this point in development it won't be a surprise?
This would also require Blender 2.82
Just some testing I have done with UDIM, very excited over this.
The face has a resolution of 2k while the rest is at 1024x1024. This is just a test
using specific bump patterns for unique udim coordinates is a good way to revamp the skin shader to compete with baked solutions such as daz studio as the current shader creates skin that is too smooth and uniform, Substance Source has a lot of good examples of unique skin bump textures that i found here. Alternatively wikihuman/texturing.xyz is a good way to study skin bumps
Should note that unreal engine 4 does support udim textures, so udim texturing is much more universal and useful
This is issue is being closed because after careful consideration it has been determined that UDIM is not suitable for MB-Lab.
I am re-opening this topic as there is a renewed interest in UDIM's by a few members of the MB-Lab community
Notes :
Min Blender version would be 2.82 to support UDIM
Material Engine and JSON would need to be updated to support at least basic tiles? (this needs to be worked out...)
UDIM is NOT enabled upon character creation, UV map shows only one tile, forces user to setup the tiles themselves.
More to come...