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UDIM to Single Texture

Drop a model whose UVs use UDIM tiles (1001, 1002, 1011...) together with its tile images. The tool lays the tiles out side by side in one texture, moves every UV island into its tile's place in the 0-1 square, and gives you a GLB plus one PNG per map. No bake and no upload: it all runs in your browser.

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The merged textures and models are yours: free for personal and commercial use, no attribution.

How to merge UDIM tiles into one texture

  1. 1

    Drop the model and its tiles

    A .glb, .gltf, .obj or .fbx whose UVs go past 0-1, plus the tile images: name.1001.png, name.1002.png... (UVTILE names like name_u1_v1.png work too). Drop them all at once, or as one .zip.

  2. 2

    Check what was found

    The tool lists every UDIM tile the model uses and the maps it found for each one (base colour, normal, roughness, metalness, AO, emissive...). Missing tiles are flagged, never guessed.

  3. 3

    Pick a size

    Auto keeps every tile at its own resolution up to a 4K atlas. Pick 2K or 1K for the web, or 8K to keep more detail from many 4K tiles. Padding (8 px by default) stops seams at island edges.

  4. 4

    Compare and download

    Flip between Before (one material per tile) and After (one material) in 3D, then download the GLB, or a zip with an OBJ, an MTL and the merged PNGs.

Not sure how your tiles should be named? Our UDIM naming convention guide explains 1001, 1002, 1011 and the UVTILE names.

How UDIM to 0-1 UV conversion works

A UDIM tile is one whole 0-1 square of UV space with its own image. Converting to a single texture is a remap, not a bake: each tile gets a cell in one grid texture, and the UVs in that tile are moved into the cell.

Tile numberUDIM = 1001 + u + 10 × v, where u and v are the whole-number column and row of the tile. Each triangle goes with the tile its centre sits in.
LayoutTiles are placed in UDIM order, left to right and then down, in a grid as square as possible (2 x 2 for four tiles, 3 x 2 for five or six).
UV remapEvery UV inside a tile is moved and scaled into that tile's cell: u' = (column + u - tile u) × cell / width. Only a shift and a uniform scale per tile, so islands keep their shape and texel density relative to each other.
PixelsWhen a cell is as big as the tile, every pixel is copied as is. A smaller cell averages the pixels down (with alpha taken into account); normal maps are re-normalised after averaging.
SeamsVertices shared by two tiles are split, so each side keeps its own UV. Positions, normals, skin weights and morph targets are copied for the split vertices, so the mesh looks and moves the same.
PaddingTexels no triangle touches near an island get the colour of their nearest island texels, so filtering and mipmaps do not pull in a neighbouring tile at the edges.

One texture means fewer pixels per tile

Four 2K tiles fit one 4K texture with nothing lost. Four 4K tiles in one 4K texture keep a quarter of their texels each, and ten tiles in a 4K map keep about a tenth. Pick the 8K size to keep more, or merge at a size your engine handles and bring the detail back with AI.

Retexture the merged model with AI

With 0-1 UVs the model works in the AI texturing studio: keep your UVs and the merged texture, then repaint parts or try a new style from a prompt, with PBR maps. The AI tools use credits; this converter does not.

More free 3D tools

UDIM to single texture FAQ

Drop the model and all its tile images onto the tool at the top of this page. It finds the tiles the UVs use, places the tile images side by side in one texture, moves each UV island into its tile's place in the 0-1 square, and gives you a GLB and one PNG per map. No install, no signup.
It is a remap, not a bake. A UDIM tile is a whole 0-1 square of UV space, so moving it into one cell of a grid moves its pixels with it. When each cell is as big as the tile (Auto does this up to a 4K atlas), every pixel the model uses is copied unchanged. Only a smaller output size averages pixels down.
Only if the merged texture is smaller than the tiles side by side. Four 2K tiles fit a 4K map with no loss. Four 4K tiles in one 4K map keep a quarter of their texels (each tile becomes 2K). The tool shows this before you download; use 8K, or upscale the result with our AI texture upscaler, if you need the detail back.
The UDIM pattern name.1001.png that Mari, Substance Painter, Blender and Unreal use, plus name_1001.png and name-1001.png, and UVTILE names: name_u1_v1.png (Mudbox, 1-based) or name_u0_v0.png (ZBrush, 0-based). The map type comes from the end of the name: BaseColor, Albedo, Diffuse, Normal, Roughness, Metallic, AO, Emissive, Opacity, Height and so on. Our UDIM naming guide lists them all.
glTF/GLB has no UDIM support, and neither do most web viewers, AR viewers, stores and many game engines; they read UVs in 0-1 and one image per map, so a UDIM model shows tile 1001 repeated everywhere. Unreal Engine reads UDIMs as virtual textures, but splitting a mesh per tile elsewhere costs one draw call per tile. One merged texture works everywhere with one material.
Yes. The remap only shifts and scales each tile's UVs by the same amount in u and v, so tangent directions do not change and a tangent-space normal map stays valid. DirectX normal maps (files ending in _DX or NormalDX) are turned to the OpenGL convention glTF uses.
In Blender you can select all UV islands and run UV > Pack Islands into 0-1 (or move each tile's islands into place by hand), then bake the old UDIM textures onto a new single image with a second UV map. That repacks and resamples the islands. This page keeps your island layout and copies the pixels instead, in one go.
No. The model and the images are read and merged by JavaScript in your browser, and the downloads are made on your device. Only if you press Open in the AI texturing studio is the merged GLB handed to that page, and that step is optional.
Models: GLB and single-file glTF (Draco and meshopt too), OBJ and FBX, up to 250 MB and 3 million triangles. Images: PNG, JPG, WEBP and TGA, 8 bits per channel, up to 100 tiles per texture set. Several texture sets (one per material) are merged into one texture each. Output: a GLB, and a zip with an OBJ, an MTL and the PNGs.

Blender, Mari, Substance Painter, Mudbox, ZBrush, 3DCoat, Houdini and Unreal Engine are named only to describe compatibility; The3DAI is not affiliated with or endorsed by them.