In brief
- UDIMs let you distribute UV islands across different texture tiles, assigning images at different resolutions to separate areas of a model.
- The first tile in a UDIM sequence is numbered 1001; the first row runs from 1001 to 1010.
- Blender’s manual recommends starting with at least three textures: one 4K, one 2K, and one 1K image.
- The Box projection in the Image Texture node is a suitable option for architectural models with many box-shaped objects.
Which Blender version is this guide for?
This guide is based on the UDIM and Image Texture descriptions in the “latest” documentation provided by the Blender Manual. Since the documentation does not specify a particular Blender version, the steps cannot be tied to a specific release. It’s worth comparing the interface and features in your version of Blender with the relevant manual.
UDIM is a method for distributing a model’s UV islands across multiple texture tiles instead of squeezing them into a single image. When you use just one image, all areas of the model share the same resolution budget. A large or visually important surface may not get enough detail, while pixels allocated to smaller, less important areas may go to waste. UDIMs help balance this by assigning images at different resolutions to different areas.
Plan UDIM tiles and resolutions
Start with a regular UV workflow. Unwrap the mesh as you would when preparing a single UV map. UDIM doesn’t replace UV unwrapping; it lets you distribute the unwrapped UV islands across multiple image areas.
Decide how many textures to use. The number depends on the model and your workflow. Blender’s manual suggests starting with at least three images: a 4K texture for areas with important details, a 2K texture for less important areas, and a 1K texture. These resolutions are examples from the manual, not a fixed rule for every model.
Create the required tiles. The
Sidebar › Image › UDIM Tilespanel in the UV Editor or Image Editor is used to manage UDIM tiles. You can add or remove tiles from the panel, or fill a tile with an image. When adding tiles, you can specify the starting number and how many tiles to add. A UDIM sequence must start at 1001.Place UV islands on the target tiles. 1001 is the main tile; 1002 is to its right. The first row contains ten tiles, from 1001 to 1010. The next row continues above the main tile; for example, 1011 is above 1001. Keep this layout in mind and allocate more texture space to important surfaces.
| Setting or value | Recommended value | Effect |
|---|---|---|
| First UDIM tile | 1001 | The sequence’s starting number. |
| Tiles in the first row | 1001–1010 | Creates a horizontal row of ten tiles. |
| Starting example in the manual | 1 × 4K, 1 × 2K, 1 × 1K | An example of allocating different resolutions to important and less important areas. |
Fill the images and manage files
Assign an image to each tile. Once you’ve created the tiles, prepare the appropriate images. According to Blender’s manual, an existing texture file cannot be added directly to a tile. To use an existing texture, first create the tiles and save the image; then change the contents of the saved file in another application, or delete the file and place a texture file with the same name in its place. UDIM textures can also be painted using 2D Painting or 3D Painting.
Make sure the tiles are saved. An empty tile is not saved with the image. If a tile contains data and is removed before being saved, that data may be lost. Check the tile list and confirm that the images have been saved to reduce the risk of missing textures.
Use substitution tokens in file names. Blender can replace the
<UDIM>token in a file name with the tile number to associate each texture file. For example, a file namedmonster-basecolor.<UDIM>.pngcorresponds to a file name such asmonster-basecolor.1021.pngfor tile 1021. The<UVTILE>token uses a naming format such asu1_v3. These tokens help identify tiles when loading or saving images.
Choose an Image Texture projection
Start with Flat projection if you’re using UVs. The
Vectorinput on the Image Texture node can be connected to a coordinate source; if nothing is connected, the active UV map is used. Flat projection places the image on a unit square and works with UV maps, making it a natural choice when using manually unwrapped UV islands.Consider Box for box-shaped architectural objects. Box projection places the image on the faces of a unit cube and projects according to surface normals. Blender’s documentation specifically notes its common use in architectural models containing many box-shaped objects. The
Blendvalue mixes the results of multiple surfaces to smooth transitions from one face to another; higher values increase the blending and softness.Choose interpolation to suit the surface and image.
Linearoffers standard quality;Cubicprovides smoother, higher-quality scaling. The manual recommends Cubic for the best results with bump maps.Closestdoes not interpolate and is suitable for pixel art.Smartis described only for Cycles and Open Shading Language; it uses Cubic when scaling up and Linear when scaling down.
Common mistakes
Leaving all UVs on a single tile: The purpose of UDIMs is to spread islands across multiple texture areas. Plan the number of tiles and identify which surfaces need more resolution from the start.
Assuming empty tiles will be saved: Unfilled tiles are not saved with the image. Before delivery, confirm that every tile is filled and its files are present.
Not choosing projection based on the object’s shape: Flat works with UV maps; Box is an option for box-shaped objects in architectural models. A projection that doesn’t suit your needs may produce unexpected texture placement.
Overlooking interpolation for bump maps: The manual recommends Cubic interpolation for bump maps. Consider this option when checking how the texture looks.
Impact on architectural and visualization workflows
UDIMs can be useful when a single UV map’s resolution isn’t enough for surfaces with different levels of importance. For example, you can assign higher-resolution textures to visually prominent areas and lower-resolution images to less important ones. Box projection is also worth considering for box-shaped architectural objects, while Flat is the option cited in the manual for projects using UV islands.
Before starting your workflow, decide how many tiles you need, which images you’ll use, and how the files will be named. When using existing textures in particular, account for the file-replacement method described in Blender’s documentation and the warning about data loss in unsaved tiles. Since the documentation doesn’t provide hardware requirements or licensing terms, this guide makes no recommendations about them.
Sources
2 sourcesSource texts are not republished; short quotes are marked, everything else is our own summary and commentary.
For architecture and visualization offices, UDIMs offer a practical way to allocate texture space by importance without forcing the entire model to use the same resolution. Separating surfaces that will be seen in close-ups from secondary areas can make texture planning more controlled, but every additional tile also requires careful file management.
It’s useful for teams to standardize naming, handling empty tiles, and replacing existing images. The source documentation doesn’t explain hardware or licensing requirements, so rather than making assumptions about capacity or cost, check the manual for the Blender version in use and confirm the project’s texture workflow.
Frequently asked questions
What are UDIMs in Blender?
UDIMs let you distribute UV islands across different texture tiles and use multiple images for a model. This makes it possible to choose different resolutions for different areas.
What number do UDIM tiles start with in Blender?
A UDIM sequence starts with tile 1001. The first row contains ten tiles, from 1001 to 1010.
Which Image Texture projection can be used for architectural models?
Blender’s manual notes that Box projection is commonly used for architectural models with many box-shaped objects. Flat projection can also be used with UV maps.



