I understand that UDIM isn't really integrated yet (I'm on 2.74), but I'm wondering if anyone has found a solution to this issue:

I've got a character that's UV mapped onto 2 tiles (UDIM style I guess), one for face and one for body, and in Cycles I'm using a UDIM node group to correctly map the textures.

But I haven't been able to find a way to view the textures correctly in 'textured' mode in the viewport. His facial texture is just mapped to his body. Note teeth and gums on his right shoulder :O It's not a huge bummer, but it does make all my preview renders look ridiculous :)

I've tried assigning the diffuse textures in BI mode to the corresponding faces, but haven't got that to work yet.

Does anyone know if there is a solution/workaround to get texures displaying correctly in viewport (they work in rendered mode of course).

Thanks! UV layout


Viewport textured mode

  • 1
    $\begingroup$ Try Material view mode instead of Texture mode. Texture mode doesn't take nodes into affect. $\endgroup$
    – PGmath
    Commented Jul 31, 2015 at 16:21
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    $\begingroup$ Max Puliero has a youtube tutorial with english subtitles that covers a good way to adapt to a UDIM style node system and keep track of the textures there. youtube.com/watch?v=NA9K5lMpEUo $\endgroup$ Commented Jan 23, 2017 at 21:33

1 Answer 1


In edit mode you can assign different materials to different faces in an object. screen shot

If you have 2 materials: Face Body.

duplicate the material set up set the input texture of the body and the Face correctly.

UV maps work on a value of 0-1 over the U and V axis, if you have a face outside of the grid, it restarts from 0, causing a repeat of the UV coordinates.


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