i watched all your videos for trim sheets. I appreciate these videos because i am in art school and my professor didnt show me in depth how to create a trim sheet for UV mapping. I didnt use the program that you used for modeling but it was easy to understand and just worked in Maya
@PolygonAcademy6 күн бұрын
awesome! im glad it helped, I am glad you were able to translate it easily to maya, once you grasp the basic concepts tools shouldnt really matter, they are just like tools on a carpenters belt! thanks for watching :)
@WilliamThompsonJ11 күн бұрын
I recently found this channel and I'm new to 3D game dev. I learned so much more from your channel than other things I've found and tried to do for the past 10 years as a 2D hobby game maker. I watched every video and loved everything I've learned from you. I can only hope to see more content in your channel in the future and I would love to be the excuse you use to continue. Thank you for everything, it's amazing and so much useful info.
@PolygonAcademy10 күн бұрын
thanks for the kind words and for watching, so glad it helped! I will resurrect the channel soon hopefully :D got some plans in the works!
@gamesbygodwai504817 күн бұрын
The head on that coffee is insane
@PolygonAcademy17 күн бұрын
hahaha if i remember its cause i added protein powder and coconut oil to it and blended that bitch up! gives it a frothy head on it haha
@ImanPanahi21 күн бұрын
I want to start but I’m 25 now do you think is it too late or not cause you said it took 9 years
@PolygonAcademy21 күн бұрын
Never too late to start, i know plenty of people who got into the industry in their 30s and with todays learning resources it can shortcut that learning time by quite a bit. Just go for it :)
@ImanPanahi20 күн бұрын
@@PolygonAcademy Thanks for the motivation , I’m passionate about it could you please tell me where to start ?software or something… I appreciate it
@PolygonAcademy19 күн бұрын
@@ImanPanahi I would figure out what part of game art or art you are most passionate about, either characters, environments, lighitng, vfx like explosions etc and then focus on learning how to make that stuff. start with some basic tutorials on youtube based around that subject matter. blender is free and great for learning as there are a ton of free tutorials on it. software seems like it matters when you are starting but really they are just tools used to create an outcome. there are many ways to do it and picking one and moving forward is way more effective than worrying about having made the perfect software choice :) maybe start making a level in unreal with some of the free assets and stuff available on marketplace like megascans to get a quick feel for building in 3d and take it from there :) good luck and thanks for watching!
@danelokikischdesign25 күн бұрын
amazing video thx man
@r4kt1ap27 күн бұрын
I love you bro
@PolygonAcademy26 күн бұрын
love you too! thanks for taking the time to watch and glad you found it useful!
@saleh_afkhamiАй бұрын
this tutorial is so good and you explain very well.
@KrzysztofSzkodaGamesАй бұрын
I want to become a Level Designer, but using your Greybox Level Design surely helps me a lot :)
@lightyagami850Ай бұрын
Can you make another video explaining how to make trim sheets in maya
@Evangelos_BlАй бұрын
Thank you very much!!
@kioly_ahАй бұрын
it not Level Design, it environment design...bullshit
@3DOT3DАй бұрын
OH COOL FOR YOUR ADVICES GOOD ITS WORTH FOR ME
@felixlarsson4205Ай бұрын
this is completely GOLD! it made everything click for me, thanks!
@Evangelos_BlАй бұрын
Thank you very much friend!!!!
@watercat12482 ай бұрын
I know that May sounds weird for you but personally wean make level's for my game i use the old approch The approach i was talking are the following wean make object like building wall's ect instead of making each Wall as assets and after i just use in editor tools on the game engine im using in that case unit pro builder And the wall is as big or small as want to and im able to modift the size off those House boxes ect inside the game engine. One other thing that i haven't seen many people to do the way i make those level in the first place For some reason wean make house the add each wall sepert object i personally wean i made just made the wail home as model in that way the have less polygons
@bharathikannan24812 ай бұрын
Please do more videos, it is so helpful
@Just__Jamieg33k2 ай бұрын
I have only recently heard about the concept of Trim Sheets and this is mind blowing. I am very much self taught and do the whole beginner thing of unique unwrapping everything I do, sometimes sharing a UV map across several things that may not need too much detail. This will be a game changer. I can't wait to play with that.
@PolygonAcademy2 ай бұрын
awesome glad it helped! i have a 4 part tutorial on creating and uv'ing trim sheets on my channel if you havent seen it. I am also self taught so love to hear others going down that route as well! pays off in the end if you stick with it :) thanks for watching
@bird23272 ай бұрын
Gathering references: Find it for EVERYTHING - Colors - Props/Assets (Rocks, stones, statues) - Mood - Lighting - Quality Benchmark (For this, take note of everything mentioned prior and how they did right) Use a lot of references to add the parts you LIKE
@real2late2 ай бұрын
If you click the Solo button on the right side of the viewport ui you can isolate the view, so that you dont have to hide all the other objects
@soulmate99882 ай бұрын
I HAVE A VERY BIG QUESTION FOR YOU! so you used lots of polygons in order to use your trim sheet , does that really worth it?! what's the costs and benefits?
@PolygonAcademy2 ай бұрын
yea good question :) these days polygons are pretty much the cheapest thing you can use for games, not even including nanite in the equation. the biggest cost is usually texture memory, so if you can make an entire kit with 1-3 materials using tiling/trims the tradeoff is definitley worth it. I would say nowdays the examples in the video are actually pretty low poly compared to the last couple games I worked on for current gen stuff. so dont be afraid to use more geometry if it saves you having to have a bunch of unique unwraped/baked objects, in the end the tradeoff is worth it, especially if you give your objects LODS so it cuts the polycount in half at a distance :) hope this answers your question! thanks for watching
@UE4SkyFexInfiniteMeuProjeto2 ай бұрын
I love this style Even because my project is entirely based on this
@FootpathFriends2 ай бұрын
I learned a lot from you!
@WenjieHuang-ke8we3 ай бұрын
hey dude! the way you manage your kits and level your scene seems so handy and efficient, I was trying to figuring out this process by searching random tutorial onlines, and it took me so long to block out my levels. Really helps me a lot! thank U!!
@suryasurya97103 ай бұрын
This Trim Tutorial Series Help In 2024.... Thank You
@3DArt4Games3 ай бұрын
Its amazing what you can do with a trim sheet, lovely work mate!
@NoobahSteve3 ай бұрын
Hello! just want to say the videos you put out are amazing and honestly ive learned more here than any other channel especially when it comes to seeing the fuller picture when it comes to workflows and pipelines that are all explained in a easy way to understand. Im afairly new subscriber and was wondering if this channel is going to start uploading again because all the videos i see on the channel are from a few years ago. Just curious is all. thank you for all the knowledge you have put out there!
@PolygonAcademy3 ай бұрын
thanks for watching! hopefully will resurrect the channel at the end of my current game production I am working on for my studio day job once I have more free time :) appreciate the sub!
@degasjan84113 ай бұрын
Hi,What impact does UV mapping across quadrants have?
@PolygonAcademy3 ай бұрын
no negative impact, every game ive worked on we have had uvs outside of 0-1 space. some engines might not like it if you are 1000's of quadrants outside of it but never ran into that issue
@degasjan84113 ай бұрын
@@PolygonAcademy Thank you for the teacher's sharing of experience~
@damiaxis66663 ай бұрын
thank you, for doing this!!
@design_and_decor5 ай бұрын
Its me, I am the player that not only notices but greatly appreciates all the individually placed grasses, foliage and assets in games. But that prefab ability is amazing as well, a mix of the two would be *chefs kiss*
@PolygonAcademy5 ай бұрын
yea for sure :) using prefabs to get the overall base in place quickly is great for building momentum and then creating variations you can swap out or doing some more custom hand dressing during a polish pass if there is time (especially during production post alpha) is the way to go :) thanks for watching!
@mfrancisco_8505 ай бұрын
God your sexy🎉
@mfrancisco_8505 ай бұрын
I think I'm in love with you man this is gold 🥇
@akinmaya5 ай бұрын
Thanks for video.How about Ultime Trimsheet technique?
@ilath88405 ай бұрын
Thank you so much.
@Trait745 ай бұрын
Incredibly helpful tutorial, thank you!
@tahmidkhana8636 ай бұрын
Tim creating Trim texture ❤
@bovineox11116 ай бұрын
My question would be, about how much texel density comes into play when modeling, as clearly the trim sheet will have correct density for given dimensions, for circular strips there will be some acceptable warping, but I guess the better an edge or strip matches the density set out in the trim sheet, then the better the texturing on the model?
@PolygonAcademy6 ай бұрын
Yea it definitley can impact your modeling, 10-20% wiggle room isnt very noticable so its not super rigid but for more complex/custom assets you can design trim sheets with different thicknesses that work better, and then combine it with 4 way tiling materials for larger surfaces where trims dont work. Like a wood planks trim sheet for detailing and a tiling wood texture to fill in other areas. With nanite you could also use the trim sheet to displace all the details and then texture the model with more basic tiling materials + texture masks for stuff like grime, damage/ scrapes etc because the displaced geo will be providing the details and that doesnt impact texel density
@bovineox11116 ай бұрын
@@PolygonAcademy thanks for the detailed reply. Long time, part time indie dev, currently targeting VR so draw calls, bandwidth are priorities and nanite not some I can afford, but useful to hear that 10-20% margin is not so noticeable. I think I will plan to build some trims that will cover specific architectural features and then try to model with constraints given by the texel density - ie if I have a tiling row that is optimal at 10cm tall, I’ll try and stick within that. I’m considering some options for grunge/AO/weather etc… that will allow single shader pass and allow for essentially some decals for these kinds of elements but I’ve yet to come up with a good solution…
@bovineox11116 ай бұрын
For Blender users, google 'Follow active quads' - essentially, add a seam, unwrap, rotate the unwrapped quads so a central one that is the most square is the right way up; select the left most X verts in the UV and S -> X -> 0, to scale the edge in X to the same X co-ordinate, repeat for the right edge in X and then do the top and bottom edges in Y, you know have aligned verts; swap to face mode, select this face and then hit L to select linked and right click and choose 'Follow active quads' and you'll get a strip you can scale. What is missing in the above is a way to ensure the X and Y edges are the same length, resulting in a square, so I need to check that myself. There also ought to be a plugin for this as I use it a lot :D probably a relax in Blender would achieve that square result. EDIT: I just found this video, with a promising UV Squares addon.... kzbin.info/www/bejne/gH-UnX-PqMmYjcU yoink
@johnrborowski6 ай бұрын
I cannot emphasize enough how much this series has helped me!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
@dubblesnup44576 ай бұрын
4 years later, this is still insanely helpful. thank you so much for making this!
@donpham6 ай бұрын
I only just found out about this channel recently and while I'm late to the party, I found it has been tremendously helpful and I'm super grateful for it! Actually one of the easiest videos to follow and understand that I've seen in awhile.
@Pragma0206 ай бұрын
amazing.
@oozly92917 ай бұрын
Rip channel
@OokamiSamura7 ай бұрын
Thank you! Very usefull.
@zerolhaw627 ай бұрын
New learner: how is the texture applied in 3dmax? Is it the base color exported from SP? Looking forward to your reply, thank you!
@PolygonAcademy7 ай бұрын
Yea i just use the base color in max and use all the other maps in unreal for the full shader with normals/roughness, they all get exported from painter. Thanks for watching :)
@zerolhaw627 ай бұрын
@@PolygonAcademy so how to add base color to max? Is it on the material panel or UV panel?
@PolygonAcademy7 ай бұрын
@@zerolhaw62 yea you add it to the material, you plug the albedo map into the diffuse slot of the material and toggle it to show in viewport and it should work :)
@omerrudnick81957 ай бұрын
This is awesome, really comprehensive. I'm looking to make my first environment and I hope mine will come out good.
@alliestrauss7 ай бұрын
Why do you use relax if you're going to align the vertexes straight anyway? (not a 3dsmax user)
@PolygonAcademy7 ай бұрын
relax will transform the uvs to the correct proper shape/ratio for the polygon and then you straighten it to average it out, you could skip that step and scale it out but getting it correct by eyeballing it can sometimes be difficult, but use whatever workflow works best for you and can get the results easier, i know a lot of other programs have much better uv tools :) I am just used to doing it this way haha
@alliestrauss7 ай бұрын
@@PolygonAcademy thank you so much for your reply!
@mr.j78998 ай бұрын
Correct me if I'm wrong, but won't Substance Designer accomplish all of these? Except for the UV part.
@PolygonAcademy8 ай бұрын
Yea you can do this in desinger for sure, but anyone with a 3d skillset can use this workflow as well, ive used a mix of both on my last couple productions.
@octaviordz91608 ай бұрын
lack of ingformation
@nashonightmare8 ай бұрын
Super useful.
@denisvoloshyn90098 ай бұрын
you are one of the best 3d tutorials creator on this platform, thanks a lot!