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.
The merged textures and models are yours: free for personal and commercial use, no attribution.
How to merge UDIM tiles into one texture
- 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
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
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
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 number | UDIM = 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. |
|---|---|
| Layout | Tiles 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 remap | Every 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. |
| Pixels | When 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. |
| Seams | Vertices 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. |
| Padding | Texels 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
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.