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How to use UDIMs in Blender 2.81 (experimental build)


Pierre Schiller writes:

With this BLENDER 2.81 (experimental build) we finally have access to UDIMs in an integrated environment along with texture paint. We can create PBR materials using the UV tile sets like other standard 3d dcc applications. Check it out!/

About Author

Pierre Schiller

I´ve been working in commercial advertisement since 2K. I specialize in 3D and VFX animation. You can visit my website: to check out my portfolio.


    • Maybe that's his voice. Sometimes digital devices distort human voice so that it may seem bad quality.Still, it's not the audio but the video that counts and this new feature does facilitate workflow.

      • You get it. Actually I had to go attend things outside workstation for few days. So either I has to post this or wait for another week to share. You all got the best deal, of course: Blender with UDiMs!!!!

        • Waiting for another week for proper audio of course.
          Quality instead of rushing out features is also what you want from Blender.
          Or not?

          • Not if you want to wait until December for official "everything". :)
            I started playing with Grease pencil early branches, and I had been training people with full tools before they were "official", thus making the solid release much work stable for production. Test early. Test often. :)

    • Thanks to you George. Any chance you can test Blender UDIMs on Substance painter? I am doing so much stuff preparing my live workshop for digital sculpting now, I barely have time to see how those two worlds unite :)

    • If you have 1024x1024 uv texture, 75% of the uv space will be dedicated to the body of the character, and around 25% (with luck in spaces) will be dedicated to the size of the uv islands for the head.
      Instead with UDIMs, what you do is to have a 1024x1024 100% dedicated tile to the body, and another set (1002) 1024x1024 100% uv tile dedicated to the face. Resultion wise -obiviously- is better this way.

  1. Hi. For everyone wanting a better audio, you got it! Working on it right now.
    You have to understand that monday is our Blender doze for the week, I had to go out of my workstation for a complete day, audio was recorded in such rush. But now I´m back to my machine, will do a re-post.
    Cheers and thank you so much for all of your support.


    • Maybe the audio will help. A structure with better focus on the subject and your target audience will help the overall quality. Take your time, don't just rush things for the sake of being the first, everyone will appreciate knowing more about this fascinating topic.

  2. UDIM's are really welcome to Blender. I haven't switched to Blender yet because of the lack of UDIM's which are essential to VFX workflows. One thing I don't understand from the video; you are creating the tiles one by one. If you need a grid with 25 UDIM tiles or more, do you have to create them one by one or there's a way to set up the number of tiles for the U and the V before you start so you can start laying your islands like in Maya and Modo?

    • I guess once the UDIM code is added, there will be more modifications to do them prepared for X or so different tiles. At the moment, it´s a basic functionality. We will see UDIMS complete on 2.82 onwards from what I have read. But right now, these implementations can work with SUBSTANCE. I just hadn't had the time to do a proper video about it.
      Thank you for your interest. Yes, Blender is also working on other amazing areas such as VR and 3D space grease pencil animation....UDIMs are on the list with now 14 full time developers. :)

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