Design Nomenclature / Digital Model Making
UDIM
Also called UV tile, UDIM tile, Mari tile
This entry has not been translated yet and is shown in English.
A convention spreading one surface's UVs across a grid of numbered unit squares, each carrying its own texture file. The tile is encoded in a four-digit number, so 1001 is the first square and 1011 is ten across. It buys resolution without one enormous map, if every tool in the chain understands the scheme.
Not to be confused with
- Trim SheetA single texture holding a strip of reusable details — panel edges, mouldings, plates, seams — which geometry is mapped onto by sliding UV shells over the strip rather than unwrapping each piece uniquely. One material and one draw call can carry a whole environment. It forbids anything genuinely unique.
- Texel DensityTexture pixels per unit of surface, quoted as px/cm or px/m. It is the one thing that makes texture resolution consistent across an asset: two objects at the same density read as the same material; at different densities they read as different budgets. Set it as a project standard, not per model.
Origin
U-Dimension: the index counts along U first, ten tiles per row, then wraps to the next V row. The 1001 offset exists only so the number is always four digits. Born in film texture painting, where a hero asset outgrows any single map.