FBX Export UV offset
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When I export a character with FBX and open it in Blender, the UV mapping seems to be offset. In the example, I select the map of the leg, but the uv map is offset to the right. Is there a solution to this problem?
thanks!
![](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/thumbnails/FileUpload/56/72635d09fc9298d0632f6c5da70db2.jpg)
![](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/thumbnails/FileUpload/56/72635d09fc9298d0632f6c5da70db2.jpg)
DAZ UV Offset.JPG
1920 x 1108 - 278K
Comments
That is not an error, it's UDIMs - each tile is ffset along the u axis to keep them separate.
Thanks for the hint with UDIM! Whether this is an error or not is not the question. When I look at it in blender, the texture does not seem to match the corresponding uv mapping. As can be seen in the image, the legs are offset along the u axis (the texture is two columns to the left). So when I bake something, for instance, I can only do it with the face, the rest isn't baked because their corresponding texture is where the face texture is located. The question is how I can make this work.
tick collapse UV tiles in export
Thanks so much! This solved the problem!
Surely Blender is UDIM aware? Perhaps there's an option in which you tell it which tile to use for baking - though really, application have always wrapped UVs that go beyond the unit square (that was one way to add tiling, back in the day). Are you sure there wasn't an option t specify which tile to use?