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As I mentioned before, in Chapter 7.1,
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our goal for the final outfit is to have
as few materials and textures as possible.
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So let's look at the workflow
of how to make that happen.
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When we export
all our textures from Painter,
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we will have a ton of maps to deal with.
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Remember,
I had 23 materials set up for texturing.
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Each material will have at least three
maps that we will use for the PBR shader.
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The base color,
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the ORM texture,
which contains the ambient occlusion,
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roughness and metallic maps,
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and the normal map.
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You might also have additional maps
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such as opacity or emission,
depending on what you want to achieve.
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So in total,
we end up with 69 or more texture maps.
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However, what we want to have as a result
are only seven texture sets.
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One for each of the UDIM tiles
that we have in our UV layout.
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It's like merging several layers
into a single one.
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If we look at all the base color texture
maps for the 1011 tile, for example,
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we have a total of five maps, each
occupying a different space on the map.
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so we need to bake them all into one texture.
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Let's export all textures from Substance Painter first.
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Now, for this workflow to work,
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we need to use the following
settings for export:
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Because we want to merge
several files into one,
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we need to enable transparency.
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So let's set the output template to
"Document channels + normals + AO (With Alpha)"
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That's important.
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For the padding, instead of "Dilation infinite"
choose "Dilation + transparent",
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and set the dilation width
to something smaller, like two pixels.
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So if we have UV islands
that are very close to each other,
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we don't get any overlaps
in the merging process.
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Next, we will need one little program
that's called Texture Set Combiner,
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which you can download for free on Gumroad.
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Feel free to donate something
to support the developer.
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Here is how the workflow looks like.
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After exporting all textures from Substance Painter,
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we get a bunch of files for every material.
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We can then organize the files
and put the files
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that need to be merged into separate
folders. One for each UDIM tile.
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These are our source folders.
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Texture Set Combiner will then merge the textures and store
the new files in a destination folder.
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Finally, we can add the UDIM number
at the end of the file names again,
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so that Unreal Engine
can identify the textures as UDIM files.
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Right...
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Let's organize our exported texture files.
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We need a folder for each UV tile.
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I will just call them 1001, 1002, etc..
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This is where our source files
are located.
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Since all file names have the UV tile number
at the end of the file name,
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I can just search for that number and move
all files into the appropriate folder.
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Then let's create a new folder,
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which will be the destination folder
for the combined texture maps.
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Before we can begin merging,
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there is a renaming step
we need to do first.
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Texture Set Combiner
looks for the last entry in each file name
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and requires it to end in Base
color, Roughness, etc.
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The exact specifications are given in the
viewport here when you start the program.
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So we need to remove all the UDIM numbers
from the file names.
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You can do it manually or use automated
batch renaming, or other tools like
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the Renamer program,
which you can get here.
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Cool.
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Now we can begin the merging.
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Set the 1001 folder as the source folder
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and the combined folder as the destination.
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The name that you type in here
will be the new file name
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for the merged texture set.
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I will also check the "Channel Pack for UE4" checkbox
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to generate the ORM textures.
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Then click on "Combine Files".
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Repeat the process for the other UDIM folders,
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and don't forget to change the mesh name for each set.
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Otherwise you will overwrite the files.
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Finally, let's move the UDIM number
to the end of the file names,
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and we are good to go.
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At the end of this process,
you should have a clean batch
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of seven texture sets (or however
many UDIM ties you had for your outfit).
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If you want, you can import the textures
in Blender for a first inspection.
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Let us duplicate the clothes collection
then delete all materials,
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join all meshes, and create a new material.
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Now we can drop the 1001 textures
and set the source to UDIM tiles.
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Blender needs the file convention
with a ".UDIM" number by the way,
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so if you use an underscore, it will not
recognize it as a UDIM texture file.
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Also,
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maybe it's just me,
but the UDIM function in Blender is a bit buggy.
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Sometimes I have to delete the texture
and import it again.
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So I have now set up the material
and can check
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how all clothes components work with each other.
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Maybe you will want to adjust the roughness
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or color palette on some parts to better
play with other parts of the outfit.
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I am quite happy with how it looks,
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and will proceed to rigging the outfit
to our metahuman character in the next chapter.
8283
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