How to load UDIM images which sequence number does not start with "1001"? In UV Editor, I can't load the UDIM images if the sequence number does not start with '1001'. Is there a way to load? Or another workaround?
This is a problem with the new UDIM workflow of Substance Painter (2020.2). It exports the texture file name as {Material Name}_{UDIM Number}.png, such as 'face_BaseColor_1001.png' or 'body_BaseColor_1002.png'.
According to the developer at Blender Developer Forum, 'There must be a file with number 1001' to detect UDIM image sequence.
⚓ T72734 UDIMs don't behave properly on imported geometry
Therefore, this is currently a Blender's specification. But I want to use SP's new UDIM workflow. It will be more useful for large projects which has many meshes and materials.
Does anyone know a good solution?
Example
In Blender, I modified Suzanne mesh as follows:

Assign 3 materials: Face, Eyes and Ears

Split into 3 UDIM tiles: Face (1001), Eyes (1002) and Ears (1003)
Then export it to .FBX format, and import into Substance Painter.

After texture painting and exporting with default settings, you'll get these files:

Face_BaseColor_1001.png
Eyes_BaseColor_1002.png
Ears_BaseColor_1003.png


Return to Blender's UV Editor, load Face_BaseColor_1001.png, it succeeds.

However, Eyes_BaseColor_1002.png and Ears_BaseColor_1003.png fail. It says 'Can't Load Image'. Maybe it's because the number doesn't start with '1001'.
So far I have come up with three solutions, but none of which are sufficient.

Assign all materials to tile '1001'. It's better to assign to a mesh that is hard to find.
Create an empty image file for each texture set that does not have a '1001' file.

e.g.: If 'eyes_BaseColor_1002.png' exists, but 'eyes_BaseColor_1001.png' does not, you should create 'eyes_BaseColor_1001.png' (2*2 px blank image).
If you use this method frequently, it's better to write a program for it.


Create individual materials only for texture that were not recognized as UDIM.

(I know, this is the worst solution)