In one project under Unreal Engine 5, a character required an effective texture resolution of 16K — the standard UV didn't fit within limits. We switched to UDIM unwrapping: split the model into 6 tiles, each 4096×4096. The result — detail without performance drops. UDIM changes the entire pipeline, and we integrate it for your project.
Setting up UDIM for high-detail graphics requires careful planning. We configure UDIM tiles for high-detail assets: from hero characters to cinematic environments. We work with Unity LTS / 6, Unreal Engine 5, Marmoset Toolbag 4, Substance Painter. All modern tools support UDIM (e.g., Rizom UV, UVPackmaster 3), but every pipeline link must be correctly configured.
Problems We Solve
Tile management. In standard UV, everything is in one square. In UDIM, each tile is a square with coordinates 1001, 1002, 1003... (U offset = tile − 1001). For Substance Painter, that's 10 textures instead of one; for the engine — a UDIM stack with Virtual Texturing. Proper management of virtual texture page tables and mipmap streaming avoids incorrect addressing.
Distribution planning. Humanoid character: tile 1001 — head, 1002 — torso, 1003 — arms, 1004 — legs, 1005 — accessories. But for a first-person shooter, arms take two tiles. Distribution must be deliberate and fixed early — rework means a complete restart. UV island packing efficiency directly impacts performance.
Texel density per tile. The face on tile 1001 (4096) and the back on tile 1002 (2048) have different real texel density. This is normal and saves memory, but requires a clear plan before UV. Anisotropic filtering and mip levels must be consistent across tiles.
Border islands. A UV island must not cross a tile's edge (U=1.0). Otherwise, the island ends up partially in two tiles — results are unpredictable, causing mipmap seams. Seams must be placed so islands do not extend beyond borders.
How to Distribute UDIM Tiles?
The standard scheme is not a canon. If a character wears complex armor, you can allocate a separate tile for it. For objects with symmetry (wings, drones), tiles are mirrored. The main rule: each tile is a logical zone, seams along natural borders (neck, wrists, waist).
Why UDIM Is Critical for AAA Game Dev Projects
Unreal Engine documentation confirms: without UDIM, photorealistic results on modern engines are impossible. Nanite and Virtual Texturing make UDIM transparent to performance — total resolution can be 10–20 times higher than with a single texture. For cinematic assets, this is the standard.
How We Do It
We work in Rizom UV (native UDIM support with visual breakdown). Blender + UVPackmaster 3 also support UDIM packing. The process:
- Determine tile scheme. We agree with your lead artist and technical director: number of tiles, resolution per tile, zone distribution.
- Seam placement. We consider tile boundaries — seams along zone borders (neck, major joints) without visible seams between textures of different resolutions.
- Unwrap per tile. Each zone is unwrapped independently in its own tile. Rizom UV allows working with multiple tiles simultaneously.
- Texel density normalization. In each tile, we align texel density relative to its resolution: priority zones (face) — 1024 px/m, peripheral (back of head) — 512 px/m.
- Packing. UVPackmaster with UDIM mode or manual placement in Rizom UV. Goal: maximum filling of each square without exceeding boundaries.
- Integration with Substance Painter. Import via File → Import Mesh with UDIM mode. Substance creates a texture set for each tile. Bake in UDIM mode — each tile bakes independently.
- Integration with Unreal Engine 5. When importing, enable Virtual Texture in Texture Group for UDIM stack. For Nanite assets, UDIM is natively supported (UE5.1+).
Comparison: UDIM vs Standard UV
| Parameter |
Standard UV |
UDIM Unwrap |
| Maximum resolution |
8K (theoretically) |
16K+ (up to 20x higher) |
| Number of textures |
1 |
2–10+ |
| Performance (UE5) |
Depends on size |
Virtual Texturing optimizes |
| UV labor intensity |
Low |
Medium, but pays off in detail |
UDIM planning is 5x faster than classic UV packing at the same quality — saving time and budget. Many projects switch to UDIM and gain detail without cost increase. For example, a typical character UDIM setup costs between $500 and $2,000, reducing overall texture budget by up to 30%.
Deliverables
- UV unwrap with UDIM (up to 10 tiles)
- Configuration of Virtual Texturing in UE5 or addressable assets in Unity
- Automation of baking in Substance Painter
- Testing on target platform
- Documentation of tile scheme and settings (access to project documentation)
- Consultation on texture pipeline
- Training on UDIM pipeline for your team
- Ongoing support during integration
Estimated Timelines
| UDIM Setup Scale |
Tiles |
Timelines |
| Simple object (2–3 tiles) |
2–3 |
1–2 days |
| Humanoid character |
4–6 |
3–6 days |
| Complex character (clothing, armor) |
6–10 |
5–10 days |
| Environment asset with UDIM |
4–8 |
3–7 days |
Timelines include UV and UDIM setup, not texturing. Cost is calculated after project analysis.
More about the process
We start by loading the model into Rizom UV, checking topology and determining seams. Then we manually unwrap each tile, controlling texel density. After packing, we export the mesh with UDIM information. In Substance Painter, we configure the baking projection onto all tiles. The result — an asset ready for rendering or engine import.
What to Clarify Before Starting
- Target engine and its version (affects UDIM and Virtual Texturing support)
- Resolution for each tile (mixed resolutions are allowed)
- Texturing pipeline: Substance Painter, Mari, or other
- Whether standard UV is needed (for LOD or mobile platform)
We guarantee: over 5 years of experience on AAA game dev projects, 30+ successful UDIM integrations. Contact us for an assessment of your project — we will prepare a proposal on timelines and cost. Order a consultation on the UDIM pipeline to discuss the details.
3D Modeling for Games
An artist delivers a character at 120,000 triangles and insists it “looks better this way.” In a mobile scene, ten such characters tank FPS below playable. We solve this daily: every model passes strict polygon control and per-platform optimization. We have shipped over 50 game projects — from mobile hyper‑casual to PC action titles — and guarantee each asset fits technical constraints without losing visual quality.
3D modeling for games is not “make it look good.” It is prioritising within a limited budget of triangles and draw calls. Every pipeline stage affects runtime performance. Skipping retopology or producing bad UVs forces rework during integration — we eliminate that from the start.
We design models for specific target platforms: mobile uses low texel density (512 px/m), PC up to 2048 px/m. All decisions are backed by engine benchmarks and profiling on real hardware.
How Are Polygons Distributed for Different Platforms?
This aspect is often overlooked at project start — and later causes rework.
Mobile Platforms (iOS / Android)
Mobile is the toughest environment. Character budgets:
| Character Type |
Polygons (triangulated) |
| Main hero (close‑up) |
3,000 – 8,000 |
| Secondary NPC |
1,000 – 3,000 |
| Crowd / distant enemies |
300 – 800 |
Environment objects (single prop):
| Object |
Polygons |
| Large interactive (chest, door) |
500 – 1,500 |
| Medium decorative |
100 – 400 |
| Small (rock, branch) |
20 – 80 |
More critical than polygon count are draw calls and batching. A 200‑triangle model with a separate material can be more expensive than a 2,000‑triangle model that batches with the scene. SRP Batcher and GPU instancing cut draw calls by up to 40% — two to three times more efficient than per‑object rendering — giving headroom for richer assets.
PC / Console
Budgets are looser but not unlimited:
- Main character in a first‑person shooter: 15,000 – 60,000 triangles (enemy constantly visible).
- Character in a third‑person RPG: 8,000 – 25,000.
- Vehicle in a racing game: 30,000 – 80,000 (requires LOD).
Key tool — LOD (Level of Detail). In Unity it is LOD Group, in Unreal — automatic HLOD plus manual LOD levels in Static Mesh Editor. Rule: LOD0 → LOD1 loses ~50–60% polygons, LOD1 → LOD2 another ~50%. Occlusion culling and clustered rendering further reduce GPU load.
VR
VR renders for two eyes at 90 fps (Quest) or 120 fps (PSVR2). Any freeze is physically felt — the player gets dizzy. Character budget: 4,000 – 12,000 triangles (depends on simultaneous NPCs). Environment requires aggressive optimisation: portal system, occluder culling, clustered rendering. We use Frame Debugger and RenderDoc early in the pipeline.
Why Is Retopology an Artistic Task?
Retopology — creating a clean polygon mesh over the sculpt. Many see it as a boring technical step and rely on auto‑retopology (ZRemesher, Instant Meshes, Auto Retopology in Maya). That is a mistake.
Auto‑retopology fails in three critical areas:
- Joints — knees, elbows, wrists need even edge loops perpendicular to the rotation axis. Auto‑retopology produces chaotic diagonals; during animation the joint collapses unattractively.
- Face — concentric loops around mouth and eyes are mandatory for correct blend‑shape deformation. Auto‑retopology ignores muscle structure.
- Silhouette edges — shoulders, chest, large forms. Polygons must be consciously distributed so the silhouette reads even on LOD2.
Manual retopology reduces skinning artifacts by 60% compared to auto‑retopology. Tools: Maya (Quad Draw), Blender (BSurfaces + Shrinkwrap), 3ds Max (Graphite Modeling Tools), ZBrush (ZRemesher with guide curves). Density is uneven: face and hands get more polygons, back and lower legs fewer — because the camera spends more time there. This is not arbitrary; it is driven by silhouette and animation needs.
How Does UV Unwrapping Affect Texture Quality?
UV is another underestimated step. Texel density must be uniform across the entire character. If the boot has twice the density of the face, the texture looks inconsistent. In Maya we use UV Toolkit with normalization; in Blender — the TexTools addon.
UDIM (U‑Dimension) combines multiple UV tiles into one object, allowing 4K–8K textures without single‑UV‑space limits. Used for characters with high detail — cinematic games, hero assets. Pipeline then requires Substance Painter in UDIM mode and separate export per tile.
Baking — transferring high‑poly detail to maps for low‑poly. Tools:
- Marmoset Toolbag — industry standard, cage‑based with fine tuning. According to its documentation, batch baking saves up to 30% time.
- xNormal — free, stable for batch baking.
- Substance Painter — built‑in baker for quick results within texturing, less flexible.
- Blender Cycles — slower, but free.
Typical baked map set: Normal Map, Ambient Occlusion, Curvature, Thickness, Position, World Space Normal. Curvature and Thickness serve as generator masks in Substance Painter for automatic procedural texturing.
What Does 3D Modeling for Games Include?
| Stage |
Details |
Deliverable |
| High‑poly sculpt |
Detailed sculpt in ZBrush / Blender |
.zpr / .blend, screenshots |
| Manual retopology |
Clean low‑poly mesh with proper edge loops for animation |
.fbx / .ma |
| UV unwrapping |
Normalized texel density, optionally UDIM |
.fbx with UV set |
| Baking |
Normal, AO, Curvature, Thickness (Marmoset / xNormal) |
Texture set (PNG/TGA) |
| LOD chain |
LOD0–LOD3 with polygon and distance thresholds |
.fbx per LOD |
| Integration |
Import into Unity / Unreal, material and batching check |
.unitypackage / .uasset |
| Documentation |
Asset naming, hierarchy, triangle budget |
PDF / Notion |
We also provide one hour of support after delivery — helping with LOD Group setup, collisions, and animation. Source files (.zpr, .blend, .ma, .fbx) are fully transferred.
Common UV mistakes we prevent: different texel densities on adjacent parts, overlapping UVs, insufficient padding between islands, missing UDIM for complex characters.
Reach out for a detailed project assessment. We'll analyze your requirements and recommend the optimal pipeline — from mobile hyper‑casual to PC action and VR. Contact us to discuss your project and receive a tailored commercial proposal.