Q&A
Why and When UVs Can Cross the 0–1 (UDIM) Tile Boundary in Tiling Materials
The key difference comes down to the purpose of the UVs and whether the textures are baked uniquely or tiled. For hero assets or general props using baked textures (often within the 0–1 space or UDIM tiles), UV shells should remain inside their assigned tile and not cross borders. This is important because baking generates texture information specific to that UV layout. If UV shells cross tile borders, padding and mipmaps can cause texture bleeding, resulting in visible seams or artifacts. Keeping UVs within the tile ensures clean baking and proper texture sampling. In contrast, during the blockout phase or when using tiling materials, UVs can safely cross tile boundaries or sit on borders. This works because tiling materials are designed to repeat seamlessly, and the engine samples them in wrap/repeat mode. In this case, UVs are not tied to unique baked texture information but instead reference a repeating pattern, so crossing boundaries does not introduce baking errors. In practice, the rules are: • Keep UV shells strictly inside the 0–1 or UDIM tile when using baked, unique textures. • Allow UVs to extend beyond the 0–1 space when using tiling/repeating materials. • Avoid placing UV edges exactly on borders when baking, to prevent mipmap bleeding. • Ensure proper padding when baking textures to reduce artifacts. • For tiling materials, prioritize consistent texel density and seamless alignment rather than tile containment. In the context of this course, the blockout and modular workflow uses tiling materials for flexibility and efficiency, which is why UVs can extend beyond the tile. Later, when creating final assets with baked or unique textures, UVs are properly organized within their respective tiles. So yes, the main distinction is whether the texture is baked uniquely or sampled as a repeating tiling material.
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