Finally I get it! Thanks for the great and clear communicated overview of trimsheets. I am new to game environment design, and have tried to figure out what trimsheets are and how I should use them. I will now go and create my first trim sheet!
@2ndBirth Жыл бұрын
This was very helpful. Trim sheets have been a bit of a mystery to me. This answered all of the questions I had.
@MJ-li7fo2 ай бұрын
This is seriously one of the most helpful videos I've found, just what I was looking for and more!
@EscapestudiosАй бұрын
That is great to hear! We hope to release more helpful tutorials soon 🙌
@mishadodger Жыл бұрын
Thank you this saved me a lot of time on a project I'm doing; I found a lot of videos without proper explanations of how to apply different materials to the same trim sheet, and this video does the job.
@johns8862 Жыл бұрын
At 32:50, you were asked if it is possible to preview in a 3D software. As you have done in Maya,in Blender I make an instance of the same mesh around my model, with Alt+D and so all the objects share the same mesh. And When I edit one, all changes are propagated. You can do actual instances of a collection if you work with several objects. Great lesson, thanks.
@TheSketchyB5 ай бұрын
Alternatively, you could use array modifiers
@bennyweimer2345 Жыл бұрын
for blender users the uv squares addon basically does most of the work in straightening UV's for you.
@jazenism2 жыл бұрын
Brilliant Demonstration! Thank you!
@kenobi900002 жыл бұрын
Oh wow, this is very close to the workflow Ian Hubert teaches in his Lazy Tutorials in terms of projecting the mesh onto the texture and then making the mesh conform to the texture. I think I'll adapt easy to it.
@Midz133 жыл бұрын
Thanks for the video! I'm trying to make a trimsheet for an old style wattle and daub house, but I'm struggling to work out how large to make each section of trim. Is there any rule around working this out? I assume texel density must be maintained throughout, so all sizes must be established first.
@FaddyVFX3 жыл бұрын
Very helpful and informative, there so much to learn, one step at a time
@theofficialCOURTEX Жыл бұрын
great stuff! Thank you so much
@frankie33512 жыл бұрын
how would I go about making a trim sheet for high texel density? Like if I want 1600 px per meter? I understand making a trim sheet for 512 px per meter, because if I make a 4mx4m sheet that uses a 2048 map, that divides evenly into 4 areas on the sheet. But for 1600 px per meter, I'd of course have to use a texture higher than 2048, which is not an option. So the only thing that makes sense to me is to use a smaller size plane for the sheet, in this case a 1m x 1m plane, right? So wouldn't I only be able to fit one texture on that? Which I guess would then give me 2048 px per meter? Which then defeats the purpose of putting multiple materials on the sheet..
@_RomulodovaleАй бұрын
For the door/gate, is it better to use a texture atlas?
@DanRickmanMedia Жыл бұрын
Amazing video thank you, one thing i'm struggling to fully understand is how to minimize repetition in the scene when it comes to in-engine. Are material instances where some of the albedo/metallic values have changed for say a different colour, a way to do it? or is that causing the same issue the trim sheets are trying to avoid? (heavy cost to engine performance). I'm concerned about adding any sort of wear and tear to my trim sheet for the same reason, is dirt and grime something that can be added to these sheets in engine instead of within the sheet or is that causing the same drain?
@joaocoelho26245 ай бұрын
Amazing content!
@maxcollis32442 жыл бұрын
Great video, is there a way of combining this method with unique sculpting? For example putting a trim sheet along an edge and sculpting wear on the corners?
@axi0matic5 ай бұрын
Use decals.
@bovineox11119 ай бұрын
Great photoshop tips.
@jakubpulka Жыл бұрын
Floater mess up with height map and ambient occlusion during baking, doesn't it?
@jakubpulka Жыл бұрын
Oh, ignore backface... didn't see that before! NICE! :D