Planning & Creating Trim Sheets For Games - Trim Texture Tutorial Part 1

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Polygon Academy

Polygon Academy

Күн бұрын

Welcome to the ultimate trim texture creation series. In part 1 we plan out our trim sheet for maximum re-use and success.
Part 2 - Sculpting in Zbrush: • Sculpting Trim Sheets ...
Part 3 - Substance Painter: • Trim Sheets in Substan...
Part 4 - Trim Texture UV techniques: • Quick and Easy Trim Sh...
The original trim texture overview video: • TRIM TEXTURE TUTORIAL ...
My Free UE4 Lighting Presets: • UNREAL ENGINE 4 LIGHTI...
Gumroad Trim Example Files: gumroad.com/l/...
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Пікірлер: 282
@stylusmonkeydarrenyeow6204
@stylusmonkeydarrenyeow6204 4 жыл бұрын
This is such bad ass knowledge thanks so much for putting this out into the world. Btw, if anyone is watching this series, I bought the trim sheet and geometry from Gumroad to really understanding what is going on, and I'd highly highly recommend it - at like $5 it's an absolute steal for the amount of knowledge jammed into it! it's one thing to watch someone else doing it, but to have it in front of you opened in your own software and being able to study its usage in detail is absolutely invaluable and puts everything Tim is saying in perspective and helps to really accelerate and solidify the learning. To not only take a concept I'd only heard of recently and to make me understand just how crucial it is as a technique in a couple of hours is a huge accomplishment. Tim, do you think you'll ever do a series on how you've blended trim sheet use with tiling texture use and vertex painting for maximum impact in large enviros? The last time I'd touched that stuff hands-on (as I'm a concept artist making forays into production now) was probably 15 years ago, a lot has probably changes since then :D
@PolygonAcademy
@PolygonAcademy 4 жыл бұрын
first off, thanks so much for the support and awesome feedback! I really appreciate it :D and yea I am still planning videos on tiling textures, vertex blending etc to cover all those in future :)
@stylusmonkeydarrenyeow6204
@stylusmonkeydarrenyeow6204 4 жыл бұрын
@@PolygonAcademy Fantastic! Subscribed! Best of luck with the growth of your channel - although given the quality so far, I don't think you need much luck. Btw, are you into MMA or wrestling by any chance? Are those cauliflowers I peep?
@PolygonAcademy
@PolygonAcademy 4 жыл бұрын
@@stylusmonkeydarrenyeow6204 hahah indded it is califlower but im not tough enough for MMA lol. thats from my brother whacking me with a ps1 controller in the ear one time we were fighting as kids hahah. everyone always asks about MMA tho :D
@isaacsurfraz3858
@isaacsurfraz3858 4 жыл бұрын
@@PolygonAcademy You should lean into it and just tell people that you got attacked by a shark whilst saving a baby dolphin or something equally as cool and far fetched. Great tutorials by the way. Would be cool if you could do an overview theory video where you go into how and when to choose doing tiled textures, trim sheets, decal sheets, and fully baked and where to mix and match. Trying to work out on models what needs to be tiled ,what should be baked in substance (unique non tilable stuff), what should be "floaters", what should be "trim sheet" and its difficult to know why and when to use this stuff. Even more confusing when I see a fully completed asset that mixed all these techniques into one. So a video going over a few different 3d models and you pointing out what techniques you think they have used and why or what you would use and why, would go a long way. Especially if you point out the different ways it could be done, as in "you could use X here but you could also use Y and when to use them depends on Z"
@vn2025
@vn2025 4 жыл бұрын
@@PolygonAcademy LOL, maybe that's why you got to work in the game industry, he wacked the controller info so hard into your head :D
@namesurname624
@namesurname624 5 жыл бұрын
This is exactly what I was looking for, a lot of people skip over the theory of planning and etc. Thank you so much :)
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
failing to plan is planning to fail haha. so cliche but true! enjoy!
@LoxagosSnake
@LoxagosSnake 4 жыл бұрын
Other tutorials: Just simply prep your mesh for sculpting and keep the geometry nice and clean. This tutorial: Actually shows how it's done and doesn't assume you have been making trim sheets since when other kids were playing with Legos.
@PolygonAcademy
@PolygonAcademy 4 жыл бұрын
thanks! glad you enjoyed it :)
@sekker2k446
@sekker2k446 3 жыл бұрын
I am just achieved my gradutation and my professors never explained that. my mind exploded when i have seen this tutorial... Absolutely fantastic and helpful. Like and subscribed.
@PolygonAcademy
@PolygonAcademy 3 жыл бұрын
Cheers! Glad it was helpful, thanks for watching!
@PrimordialStrange
@PrimordialStrange 3 жыл бұрын
Right here... Is some Pure Gold Content. It's rare to see this much knowledge not hidden behind a paywall. Thank you, sir! You are awesome.
@PolygonAcademy
@PolygonAcademy 3 жыл бұрын
you're welcome :)
@justanameonyourscreen5954
@justanameonyourscreen5954 3 жыл бұрын
Absolutely!!
@harrysanders818
@harrysanders818 3 жыл бұрын
I come back here every now and then and rewatch the construction part. It still excites me and blows my mind how practical it is to standardize your trim layout. Thats so golden. It also makes this technqiue more approachable. I was always intimidated by all those complex and extravagant layouts, it's so nice to kow now that it is about simplicity and reusablity at this point, just to have the tehnicalities layed out in the most practical way, instead of getting creative at this point for no reason and thinking of inserting variations that only will make your life harder. Those come later when using the trim sheet, not during the layout. So great to still learn from this video. I always freak out now when I exchange a texture in my game project and it simply just swaps wihtout any hassle. And with this typ of sectioning, it somehow always falls into place and just fits as long as you are working with a power of two also with your geometry. But even when you diverge a bit. It's really powerful.
@sassuskrassus3166
@sassuskrassus3166 Жыл бұрын
Hello Tim, Im a Junior 3D Artist and this was the first time I ever used Trim Sheets. That Video is really helpfull I made a Modular Castle with this Texture and Im quite happy with the results of this Trimsheet keep up the great work with these Tutorials 👍
@magnusran
@magnusran 5 жыл бұрын
Bro, this is exactly what I was struggling with! Yesss
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
sweet! always happy when my content comes out in time to help people out :D
@bucciarati7766
@bucciarati7766 5 жыл бұрын
Omg I was struggling with a trim sheet this week and how to plan it out ! You are the best🙌🏻🙌🏻🙌🏻
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
cheers! hope this helps bring some clarity for your projects!
@arthurtasquin4426
@arthurtasquin4426 5 жыл бұрын
Texel density could be a great subject for one of your next tutorial! Man everything you say is so interesting, you're like the real teacher we never got. Keep it up and thank you so much for doing these videos!
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
cheers! I keep seeing comments like this and it scares me how school is underpreparing students! happy they helped, thanks for tuning in :)
@equinox6229
@equinox6229 Жыл бұрын
The part I always feared with trim sheets is knowing how exactly do you split that thing up. Some leave a blank trim space beneath, others blend it with decals in one corner.. Having it standardized really allows you to dive into the thing right in. Less thinking more working ! Thanks for the gold knowledge !
@theseatomictimes344
@theseatomictimes344 5 жыл бұрын
ah I wish u was my 3d lecturer 4 years ago.. My 3d tutor in uni was doing his own thing and wasn't explaining anything, i don't remember he mentioned about trim sheet at all. 🙄
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
ah that sucks! but glad you found my channel, hope it helps :)
@BigMicy-bz7zr
@BigMicy-bz7zr 3 жыл бұрын
i have watched this video like a hundred times lol
@AndrewByrnes1
@AndrewByrnes1 2 жыл бұрын
absolutely SMASHED the sub button. You're a legend!!!!!
@PolygonAcademy
@PolygonAcademy 2 жыл бұрын
much love! thanks!
@qww177
@qww177 4 жыл бұрын
Is there a formula for dividing trim for different texel density? Mine is 50px/m. How to calculate trims?
@PolygonAcademy
@PolygonAcademy 4 жыл бұрын
for current gen i use 512px/m so a 2048 would cover 4x4m, i usually just chop the trim sheet into a combo of 1m, 0.5, 0.25m thick trims. but when you are uv mapping there will be some squashing and stretching in most cases, but a 10-20% texel density difference is not going to be noticeable.
@jaysekkyoku209
@jaysekkyoku209 5 жыл бұрын
Argh, thank you!! This could not have come at a better time for my 3rd year uni project aha! You are great at what you do and thank you giving us great insight into industry practice :)
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
cool! good luck on your project, hope this series helps you crush it!
@imperialTech
@imperialTech 2 жыл бұрын
Will this work for 3d printing to have very high detail? I want to print out walls for Star Wars Black Series 6 inch diorama.
@PolygonAcademy
@PolygonAcademy 2 жыл бұрын
No probably not. You need actual geometry to 3d print details if you want the actual shapes to show up. You could use this workflow with a displacement map that actually displaces geometry and save that out, but just using a normal map wont work for 3d printing. So the answer is, yes but slightly different workflow using displacement and actual highres geometry :)
@angelgg1995
@angelgg1995 5 жыл бұрын
You are a Fuckingg God!!
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
hahah thanks for watching :)
@rav_bar092
@rav_bar092 5 жыл бұрын
This is obscenly useful, just starting my 3rd Year Game Art course and all the help i can get is worth so much, thanks!
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
glad to hear :) share it with your classmates if you think it can help them, appreciate you watching!
@Iknowvfx
@Iknowvfx 2 жыл бұрын
Was wondering if you are still planning on doing a video on texel density? I haven't found a video that actually discusses it in depth.
@faryanblender8946
@faryanblender8946 5 ай бұрын
this answer may be a bit too late but check the texel density tutorial from AENDOM.
@gordatatuada
@gordatatuada 5 жыл бұрын
Thank you so much for this, this playlist is exactly what I needed! :)
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
you're welcome, thanks for watching!
@RodrigoIsaas
@RodrigoIsaas 4 жыл бұрын
I'm trying to follow this tutorial using C4D and I found there is no crease option on it, what would you recommend me?
@PolygonAcademy
@PolygonAcademy 4 жыл бұрын
unfortunatley I have never used C4D before so i dont know the equivalent action :/ sorry!
@RodrigoIsaas
@RodrigoIsaas 4 жыл бұрын
@@PolygonAcademy no worries, I'll try using Maya maybe. C4D interface it's super intuitive but I always get errors or have problems when polymodelling
@gergelyradai1942
@gergelyradai1942 5 жыл бұрын
Tim, my man. I have been looking for something like this for a while. I figured out more or less the same workflow based on your previous videos (trim sheets were a new concept for me back then). It is really cool to get reasurance, plus optimisation of my makeshift workflow. Your content is really amazing and platform independant. I could adapt everything you showcase in max into blender as a poly modelling tool. All I'm trying to say is your contet is really helpful and really outstandingly awesome. It helped me grow a lot! Thank you brother.
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
thanks so much! I try to focus on the high level theory more than specific buttons in programs because I know there is a wide variety of programs out there and want to make it so you can apply the concepts whatever your work flow. thanks for letting me know!
@Spyro_2076
@Spyro_2076 5 жыл бұрын
I cannot thank you enough for the tutorials you put out!
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
no problem, so stoked to hear you enjoy them :D
@inoyashakitbu1178
@inoyashakitbu1178 3 жыл бұрын
it would be cool to know which of these parts are separate models, just to understand cause I work in an other Software
@PolygonAcademy
@PolygonAcademy 3 жыл бұрын
Each trim line were all exported separately and brought into zb as their own sub-tools :)
@mosesgvr1456
@mosesgvr1456 Жыл бұрын
Hey Polygon Academy, your work is great but I was wondering if you could answer me a quick curious question please. The methods here, as for most things in asset design for games is quite labour intensive and if you have a street to make with 12 unique buildings, different textures and designs altogether, and you're designing trim sheets for just one of the buildings, how long does your client usually give you to do this job? I'm just trying to gauge the average expected time for such a project when high-end results are also the expectation. Also, no prefabs allowed :p
@PolygonAcademy
@PolygonAcademy Жыл бұрын
For something high quality at current AAA standards, probably a few days per building if they are exterior only, and with some time for iteration and feedback factored in, as a single artist that would probably take 8 working weeks or so. This is also factoring in time to make high quality trims and tiling textures, depending on the amount of different surface types. Ex a street of all painted wood houses or all brick that share many textures is going to take less time than each building being a totally unique set of surface materials.
@mosesgvr1456
@mosesgvr1456 Жыл бұрын
​@@PolygonAcademy That's good to know thank you so much. So far mine as a solo artist took 3 weeks working non-stop. That's from planning to final version with about 35 materials and everything is made from scratch. Definitely a sacrifice in quality in some places but if you'd like I can show you so you can get a better idea of what it is. I kept feeling like I was taking too long. kzbin.info/www/bejne/fILZcpKnftx3ias any feedback would be greatly appreciated. Water is fluidninja asset, debris is an asset pack, the rusted machines are assets I found too. The rest is all mine. Mind you, about 80% of the textures were from quixel too. I had to make some custom shaders, textures and decals.
@wilbru012
@wilbru012 3 жыл бұрын
Hey great tutorial! I just have one question about the crease. You creased the edges to export to Zbrush, but as I remember crease works just in the software you are. So why did you do it if you didn't use the Turbo Smooth? Thank you!
@PolygonAcademy
@PolygonAcademy 3 жыл бұрын
I am pretty sure it translates over to ZB when you add the crease and use FBX, it's been a while since i did it, but there are a bunch of tutorials out there where crease comes over from max/maya to zbrush.
@wilbru012
@wilbru012 3 жыл бұрын
@@PolygonAcademy awesome, I'm going to look into it! Thank you for the quick answer.
@StefanDiNazareth
@StefanDiNazareth 4 жыл бұрын
Hi, thank you very much, very valuable tutorial! Guys I'm with blender, any suggestions for doing this job correctly? I set the edge with "Crease" more or less as shown in the video, for each part I first applied a subdivision surface modifier, set to simple with a value of 1, then a second sub surface in Catmull-Clark, always with value of 1, I also marked the external (lateral) angles as sharp and applied to each part the shading smoot and auto smoot with a value of 180 degrees (I do not know why 180 degrees, I saw it somewhere hehe) does not seem bad whole mesh but many things and commands are different from max, so I don't know if I did wrong. thanks again, I looked at the unreal project templates I didn't expect similar uv hahaha! I hope to understand in the next few lessons. Hello everybody thanks again
@ZephrusPrime
@ZephrusPrime 5 жыл бұрын
I think that this is super great that your showing the workflow that is actually used and needed for ones tool kit! I was wondering if you would feel comfortable enough to use ZModeler to make you initial base mesh instead of Max or Maya?
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
Im super noob in zb but im 100% sure thats an equally valid workflow :)
@MrHippie2
@MrHippie2 Жыл бұрын
Couldn’t you just make a trim sheet in photoshop or Gimp ? Import your textures, scale them down and move them around? This seems like a lot of work for that result. Just curious 🧐
@PolygonAcademy
@PolygonAcademy Жыл бұрын
you definitley could, back in the days of ps3 games we made all our textures/trims in photoshop, but nowdays with the complexity and interaction with all the material maps you really want to get a good height map and normal which ususally means substance designer or painter baking from highpoly geo. for stylized/hand painted games for sure you could go the photoshop route, but even then most devs these days use a 3d sculpt base for their materials. totally up to you, and the end results you are aiming for :) thanks for watching!
@MrHippie2
@MrHippie2 Жыл бұрын
@@PolygonAcademy thank you for your answer and your help!
@Felocatel
@Felocatel Жыл бұрын
Excellent explanation, I found it very useful. Thanks a lot!
@openworldgamedevjontyin2242
@openworldgamedevjontyin2242 3 жыл бұрын
I HAVE A QUESTION !! CAN I USE PARALLAX ON THE TRIM SHEETS ???
@PolygonAcademy
@PolygonAcademy 3 жыл бұрын
yes, if its within your technical budgets you can add whatever shader fancyness you want to trim sheets :)
@ElegantWaster
@ElegantWaster 4 жыл бұрын
"We're not here to learn the alphabet." Dislike.
@PolygonAcademy
@PolygonAcademy 4 жыл бұрын
😂
@alienisalien
@alienisalien 8 ай бұрын
Thanks for video.How about Ultime Trimsheet technique?
@crimson_sun7274
@crimson_sun7274 3 жыл бұрын
I'm using Maya and though most parts is directly translateable, some things aren't. When you break off one of the large bricks on Trim_A it has endcaps towards the next brick. This does not happen when I use extract in Maya. What method would be preferable here? Bc I understand that it is possible in Maya aswell, I'm just missing something =)
@R-SXX
@R-SXX 3 жыл бұрын
I find it difficult to grasp the concept of trim sheets when it comes to environment design... for instance, I know have to do an assignment for university in which I have to create a landscape with a small village. Where would I want to use trim sheets? Isn't it better to have big buildings and such as a unique asset? And what about small details like fence posts or lamps? I would still create all of those as unique assets... or is this not a smart move?
@PolygonAcademy
@PolygonAcademy 3 жыл бұрын
trims would be great on buildings for things like door frames, long sections of wood planks etc. the rest you could fill in with tiling textures. I have rarely seen large buildings being done as unique unwraps for games, its hard to get the texel density consistent and high without breaking the building into multiple pieces and then using massive 4k textures on them, which is not ideal for texture memory. with a couple 2k tiling textures and a trim sheet you can accomplish a LOT and get a ton of variety in your buildings. things like fence posts and smaller objects can be unique textures, but even then lots of the time they are made with basic tiling textures if they are not super important. mainly hero assets and super important props get the unique treatment because they player actually tends to look at them, while things like a fence post...not so much haha.
@R-SXX
@R-SXX 3 жыл бұрын
@@PolygonAcademy Thank you, this seems very reasonable; I will try to build my first asset with this in mind! :)
@marcgauvin9628
@marcgauvin9628 4 жыл бұрын
There is more advanced techniques for Trimsheet ? Pixel Stretching Techniques, color gradient, vertex paint, decals, details maps, Mega Textures , etc.
@Sportsman134
@Sportsman134 3 жыл бұрын
Love your vids but you should try doing 1 long continuous video from beginning to final concept (showing modular block build, subtance trimseets, and mapping) step by step, instead of detailed overview + short tutorials. Like just talk as you go, instead of doings explanations via cuts / timelapses/ etc.
@frankie3351
@frankie3351 2 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..
@PolygonAcademy
@PolygonAcademy 2 жыл бұрын
So the option would be to tile the trim more horizontally so its repeated multiple times in 1m until you hit your density. Or you could use a 4 way tiling texture that is not broken into strips so you dont have to worry about thickness, like how you would tile a 4 way tiling brick texture on a wall instead of using trim textures to make rows of trim bricks based on the geo etc. In this case i would be asking why you need such an high texel density per m, thats pretty unheard of for games. Most console games even ps5 are still 512px/m, maybe 1024/m if on pc you have the 4k texture pack option. The higher your texel density, the more tiling you will have to do and the more noticeable repeated details will be, its a bit of a tradeoff.
@frankie3351
@frankie3351 2 жыл бұрын
@@PolygonAcademy Hey thanks for responding, Tim! Recently had an art test and that was the desired density. I was really trying to figure out a trim sheet so I could save on materials but there was no material limit for the test so I just used tiling textures for everything. Yeah I kinda thought 1600 was a little high for games but it was for a studio that makes AAA fps games so I thought maybe they went a little higher for the density. Maybe that's just what they wanted on the test and not what they actually use in game. So basically it would be defeating the purpose of using a trim sheet to only put one texture on it right? Like it would be better to just use a 4 way tiling texture at that point?
@PolygonAcademy
@PolygonAcademy 2 жыл бұрын
@@frankie3351 yea at that resolution its probably better to use 4 way tiles and then face weigghted normals on beveled edges to fake the nice smooth edge highlights, similar to how alien isolation did most of their props
@glennpbooth
@glennpbooth 2 жыл бұрын
Hi there, sorry if it's obvious but is there any reason you didn't export them as one OBJ rather than individually?
@PolygonAcademy
@PolygonAcademy 2 жыл бұрын
Its so i can import each object as its own subobject. In that version of zb i was using if it was all one obj it would be one object. Having them seperate makes it easier to work with and you can also easily subdivide them separately when certain ones need more polygons for detail instead of subdiving the entire mesh. You can separate the mesh after i believe, this is just the way ive always done it haha. If there is a better/easier workflow, use that for sure
@glennpbooth
@glennpbooth 2 жыл бұрын
@@PolygonAcademy That's fair! I've always just used sub objects but the same file for export. However, having them separate does make things easier later on if you need to reimport stuff after the fact. I soon realised this after watching a bit more. Thanks buddy, really useful!
@SUPERYADAVZ
@SUPERYADAVZ 3 жыл бұрын
Is it me only or this dude is Johnny sins of the trim sheets 😛
@PolygonAcademy
@PolygonAcademy 3 жыл бұрын
Hahah i get that a lot in the comments of this channel 😂 video game developer, fire fighter, astronaught, cop, I’ve done it all 😁
@lyzie59
@lyzie59 4 жыл бұрын
hey Tim How your Wrap mode 1 can be operate, with no uv square ? When you modeling your trimsheet plane, the uv are never unwrapped. How Zbrush can handle the wrap mode without uv ??
@donpham
@donpham 9 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.
@RuthwikRao
@RuthwikRao 5 жыл бұрын
Wow looks like you dropped a bomb with this series, Gametextures had done an amazing but rather long ass stream on the subject but this looks more focused and streamlined, plus it's just an added bonus coming from you and this channel. Can't wait to get cracking on this :)
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
cheers! yea the gametextures vid is great as well!
@Chauxz
@Chauxz 5 жыл бұрын
Really nice video, exactly what I was looking for. There are not that many tutorials about trim sheets on KZbin. Cheers
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
hope this answers any questions on trims! thats the goal anyways. thanks for watching :)
@Chauxz
@Chauxz 5 жыл бұрын
@@PolygonAcademy you tend to explain everything really indepth. So far all my questions were answered. I am a beginner max user. I used to use Maya but my college uses max for the 3D lowpoly/highpoly classes. So I also learned a few max things! :)
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
@@Chauxz sweet! thats what I like to hear!
@EmvyBeats
@EmvyBeats Жыл бұрын
Is it better to go 4k on textures and then scale down later? would you get a slightly better material out of that?
@PolygonAcademy
@PolygonAcademy Жыл бұрын
Yea thats an option, you can also set it to downscale directly in unreal so it uses the map as a 2048 if you need to save on texture memory
@EmvyBeats
@EmvyBeats Жыл бұрын
@@PolygonAcademy Thanks!
@thiezubu
@thiezubu 3 жыл бұрын
dude, make a course, full course on building an env from start to finish, i'll pay good money for it. You r amazing
@supanewb9000
@supanewb9000 5 жыл бұрын
Ty for more videos! i need moar!!!!!!!!!!!!!!!!!!!!! also thank you for all your help!
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
haha thanks for the passionate support :) appreciate it!
@miloskomazec9022
@miloskomazec9022 3 жыл бұрын
How are you selecting the opposite edge on the plane so quickly? :O
@PolygonAcademy
@PolygonAcademy 3 жыл бұрын
Think its probably the ring select, hotkey is alt+r or alt+L for loop select :)
@digitalsoundcreative3716
@digitalsoundcreative3716 3 жыл бұрын
@@PolygonAcademy thank you ... didn’t know the hotkey!
@88hyuuga88
@88hyuuga88 5 жыл бұрын
Thanks for all the tuts man, i'm learning so much from you!
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
you're welcome, thanks for stopping by to check them out!
@jidbanderovets909
@jidbanderovets909 4 жыл бұрын
one dislike per 1k likes - amazing ratio! :)
@PolygonAcademy
@PolygonAcademy 4 жыл бұрын
Cheers! Glad ppl seem to like it haha
@3dani49
@3dani49 5 жыл бұрын
Great videos and great channel! sub!
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
thanks!
@MrMadvillan
@MrMadvillan 3 жыл бұрын
MMA guy is def the kind of user I picture using 3d studio max.
@WesleyOverdijk
@WesleyOverdijk 2 жыл бұрын
Easter egg. The wall behind the monitor is actually a trim sheet.
@jasonyikai6443
@jasonyikai6443 5 жыл бұрын
You are back!!! Thanks for the video.
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
back at it! I might disappear from time to time but will always be back to resurrect the channel :D enjoy!
@jeffspinner6579
@jeffspinner6579 4 жыл бұрын
I apologize but we have a difference of opinion between friends that your "boxer's ears" are from MMA or boxing not Wrestling or Judo. Who's right if either of us are even close?
@PolygonAcademy
@PolygonAcademy 4 жыл бұрын
hahah its actually from fighting with my brother as a kid, he whacked me in the ear with a ps1 controller lol. I wish I was tough enough to do MMA or combat sports but I am more of a gym rat :P
@jeffspinner6579
@jeffspinner6579 4 жыл бұрын
@@PolygonAcademy, whoa, it'll be funny when I tell him, we were both wrong. You're lucky a ps1 wasn't that heavy, as a retired civilian medic, I've seen brain injuries that were forever. Stay safe and enjoy what you can, and thanks for these series of videos, I'm using Decalmachine 2, and we can now make trim sheets for parallax enabled decals. I will try to never again bake a high to low poly mesh again, if I can avoid it... except for my trim sheets...
@PolygonAcademy
@PolygonAcademy 4 жыл бұрын
@@jeffspinner6579 awesome, heard great things about decalmachine, looks super useful. glad my videos helped :)
@jeffspinner6579
@jeffspinner6579 4 жыл бұрын
@@PolygonAcademy First trim sheet, but Idk why the trim sheet looks better than the actual geo. It's how I added the baked AO to the basecolor I think, but still... I'll assume it's _The Blender Way_ and/or it doesn't actually render the AO well even with full GI enabled, which wouldn't be good... imgur.com/O3FEjo8 Not for nothing, but Blender is so intuitive to use, it makes learning HoudiniFX feel way less hard! I tried the simplest possible geo and texturing (in a sci-fi theme). Interesting. Thanks again, or I wouldn't have been this fast figuring this stuff out.
@vn2025
@vn2025 4 жыл бұрын
Really like your approach to teaching, almost every sentence you say has a new nugget of information that has a high and smart impact on the workflow. You also motivate me to learn the environment design properly. Thanks so much!
@howl13
@howl13 5 жыл бұрын
THANK YOU VERY MUCH !!!
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
welcome :D
@tomaszneosapiens5111
@tomaszneosapiens5111 4 жыл бұрын
wrestling, judo ,jiu jitsu ?
@PolygonAcademy
@PolygonAcademy 4 жыл бұрын
younger bother, playstation controller, scrapping. hahha took a ps1 controller to the ear when i wouldnt let him play, which caused the califlower in my right ear. everyone always assumes MMA, but im not that tough unfortunatley :P
@Spyro_2076
@Spyro_2076 5 жыл бұрын
Yes! This is just what I was looking for!!:)
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
dope! go forth and make some cool art :D
@Spyro_2076
@Spyro_2076 5 жыл бұрын
@@PolygonAcademy I'm on it! :)
@plus2055
@plus2055 Жыл бұрын
Amazing !! Thanks
@PolygonAcademy
@PolygonAcademy Жыл бұрын
You’re welcome!
@kattywhite4765
@kattywhite4765 3 ай бұрын
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
@PolygonAcademy
@PolygonAcademy 3 ай 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 :)
@StewartMorrison9
@StewartMorrison9 5 жыл бұрын
Thanks so much for this your tutorials are the best on youtube dude
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
thanks! really appreciate the love :)
@reggielapera2910
@reggielapera2910 4 жыл бұрын
1 thumbs down? wth!! this is good tutorial!!!
@denisvoloshyn9009
@denisvoloshyn9009 11 ай бұрын
you are one of the best 3d tutorials creator on this platform, thanks a lot!
@ShmabaArt
@ShmabaArt 5 жыл бұрын
I demand more videos on specific topics like this!
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
lots more to come, enjoy the series!
@devjitpaul1191
@devjitpaul1191 5 жыл бұрын
thanks for this,
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
You’re welcome!
@BrandanLee
@BrandanLee 5 жыл бұрын
took one look at this and was like, yep, that's exactly how I plan my trim sheets. :) But a little in I realized we're pretty different. My pipeline is to sculpt all my normals in Quixel's Ndo, then apply Material IDs, then go to Ddo and create the textures with hand painting and screening where necessary, and finally export to TGAs. I then quickly combine the normals and AO to the albedo and merge them into one shaded map (so I can see shadow details when there is no shading information), which I take to 3dsMax. From there I apply my trim sheets. So to plan that, I slap together lowpoly blockouts of my environment (the whole thing) and I'll open photoshop and create a 4098x4098 black and white texture, which I import as a UV plane to 3DsMax. Then as i do my blockout and realize what trims I need, i just "sketch" onto that photoshop UV and slap it onto my greybox. That tells me as I go, what do I need, and lets me quickly iterate and plan how to minimize textures to just a minimum number of sheets, reusing what I'm making as I make it. The upside -- planning and asset creation are done simultaneously. Very fast. If I had concept art to begin with then I can rapidly produce results for a producer or art lead to look at and they tend to appreciate having "done looking" greyboxes the same day as they issued the ticket. I do too, it it helps me think more of the finishing details of the scene day one rather than crash face first into them day 30. The downside -- I have ADD, so the act of closing one program to open another sometimes jogs me out of my flow, and results in focusing on one task rather than the other and getting carried away. To prevent that I had to buy another monitor and place it next to my 3ds main window to jump back and forth. I also tend to get complacent with my existing trim textures and materials, because UVing is such an old and tiresome process I associate it with things being nearing completion, and that turns me off to iterating models and trying new things as I go. (ADD, again, robbing me of speed gains using this workflow, if I allow it to do so.) Maybe that helps! Off to work. :D
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
dope! sounds like a good workflow, totally agree on having the done looking greyboxes as fast as possible. really helps with project momentum. thanks for sharing!
@HaydenHancock0
@HaydenHancock0 4 жыл бұрын
Great video! What commands are you pressing to remove the faces + edges from the back? I can't seem to do it as quickly as you. Is there a specific name for doing this?
@PolygonAcademy
@PolygonAcademy 4 жыл бұрын
Think it was the defualt F4 to toggle edged faces? That and alt+x to make meshes transparent are my main ones
@amateur3dmodeller455
@amateur3dmodeller455 3 жыл бұрын
Do it while talking not talking and less showing..
@tonyc4777
@tonyc4777 2 жыл бұрын
This is very helpful. Thank you
@mayurhedau5930
@mayurhedau5930 4 жыл бұрын
First i wanna thanks for such great tutorial series on Trim sheet but I have a question. Right now i am creating sci-fi environment, should i create modular kit with unique texture or should use trim sheet with with medium polygon geometry ?
@PolygonAcademy
@PolygonAcademy 4 жыл бұрын
for modular kits, use tiling textures and trim sheets, along with some medium poly stuff for sure. it makes it way more versatile
@sean8306
@sean8306 3 жыл бұрын
You're awesome man, learned a lot from you so far, thank you
@ilballodisanvito
@ilballodisanvito 3 жыл бұрын
5 people are over-rating themselves
@twinnie5393
@twinnie5393 4 жыл бұрын
hey polygon academy, whats your recommendation. should i use blender or 3dsmax, i like blender cause it has a sculpting feature and zbrush is to hard to learn
@PolygonAcademy
@PolygonAcademy 4 жыл бұрын
Use whichever you prefer. If you want to work at a game studio in future you will probably have to learn max or maya, but there is no problem building your skillset and portfolio in blender and then just learning max or maya later on, its the overall skills like clean modeling and smart uv layouts etc that matter, not software :)
@kirilzangagolev3401
@kirilzangagolev3401 5 жыл бұрын
Jesuus finally
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
finally back in action :D
@RollyPolly74
@RollyPolly74 4 жыл бұрын
someone practices martial arts........
@Aussie.Owlcoholic
@Aussie.Owlcoholic 5 жыл бұрын
Hey, are you still planning a potential series on Udemy or Skillshare or something? This advice is invaluable and surprisingly hard to find good info for online, would love so much to have a full in-depth course covering a whole scene or whatever you are able to do :)
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
yea still planning some courses for 2020 hopefully, they will be super in depth and should cover everything someone needs to know to make environments as well as light them properly.
@novicetd3129
@novicetd3129 2 жыл бұрын
Dear Polygon Academy, Thank you very much for sharing your knowledge and experience via this incredible Trim masterclass series. This is by far the best quality content I've ever seen on Trim setups, be proud of yourself and thank you very much for giving a such a great learning content to the community. You are awesome!
@PolygonAcademy
@PolygonAcademy 2 жыл бұрын
You're most welcome! thanks for taking the time to watch, always happy to hear people enjoying the content!
@orsonredpath7193
@orsonredpath7193 5 жыл бұрын
I figured out where that one dislike came from, it's because you didn't teach the whole alphabet. Thanks a lot for the tutorial it's really helpful to understand trim sheets.
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
Hahaha i knew it! 😂 thanks, glad it helps!
@juanmilanese
@juanmilanese 5 жыл бұрын
Dude... exactly what I asked for and MORE, this is amazing!
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
Thanks :) happy to hear that!
@amalbubble7812
@amalbubble7812 5 жыл бұрын
Thanks so much Tim for the trim tutorials. You are great.
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
you're welcome, thanks for stopping by to watch :)
@adamplechaty
@adamplechaty 5 жыл бұрын
Love your vids Tim and glad to see you back here on YT in full force. I just recently started a course on Game Art and Design and so far been let down by the quality (or depth) of the curriculum. So again thanks a lot for your time and efforts here on YT and keep at it! Addendum: oh and do please make a dedicated tut on texel density and making texture res correspond with scale! That has been bugging me for a long time now and can't get a straight answer anywhere ;)
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
yup will do! thanks for watching. there are a couple great resources on texel density people posted on artstation, just search texel density artstation on google and you will probably find it.
@RunTheTape
@RunTheTape 3 жыл бұрын
where you at bro? why no more videos?
@not_decaf
@not_decaf 5 жыл бұрын
Awesome video
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
Thanks :)
@arash926
@arash926 3 жыл бұрын
THANK YOU!
@PolygonAcademy
@PolygonAcademy 3 жыл бұрын
You’re welcome!
@VladysLove_3d
@VladysLove_3d 5 жыл бұрын
Awesome! You are back :D I was looking for a good trim sheet tutorial so long. Thank you, Tim.
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
No problem, enjoy the series :)
@joserororo9240
@joserororo9240 5 жыл бұрын
Greetings Tim.., a doubt when generating hard edges ..., you recommend using this process "Crease" ...., why not use Bevel or parallel edges to harden the edges ....,? Crease offers better behavior to create hard edges ....? Thank you, un Saludo
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
i use crease when going to zbrush because if you bevel the edges it adds more concentrated geometry there along the edges and can create issues in zb when you subdivide where there are a ton of tiny little polygons along the edge that are not relative to the polygon density of the overall model, and you can get some errors when sculpting damage on edges and stuff. you could bevel but I have found crease to work better for basic zbrush base meshes. you could also bevel them and then dynamesh in zbrush as well to get even polygon density but thats an extra step.
@joserororo9240
@joserororo9240 5 жыл бұрын
@@PolygonAcademy Perfect thanks for the answer ...Un saludo
@DarkAutumn3D
@DarkAutumn3D 3 жыл бұрын
I've actually been looking for a good reason to start using ZBrush again so I decided to follow this tutorial all the way through. I'm using Blender though but recently came over from 3DS Max after almost 2 decades of loyalty lol.
@obkf-too
@obkf-too 5 жыл бұрын
Is that a Pentakill tattoo on your arm?
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
Haha its the hitman logo :)
@obkf-too
@obkf-too 5 жыл бұрын
@@PolygonAcademy lol Oh yeah, I don't know why I thought that was League of legends' Pentakill. kzbin.info/www/bejne/pYbMgKyihceZjJI & kzbin.info/www/bejne/mKW2nZmOfrGHobc
@fl260
@fl260 5 жыл бұрын
Somehow missed the notification for that one. I think I've said that before, but whatever : most professional channel out there... which the content is entirely free. Please, set up a Patreon account, so we can show you how much we appreciate your help! Thanks for continuing this series!!
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
Cheers! I am considering it at some point :) if i do ill make an announcement 👍
@kallymihova6232
@kallymihova6232 5 жыл бұрын
Hey Tim! Thanks for doing this series it's super helpful! Is there a reason for using Max or can this step be done in Maya as well?
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
This can pretty much be done in any 3d software, max, maya, blender etc. I just have been using max my whole life so thats why i used it haha
@Dlivrd
@Dlivrd 5 жыл бұрын
Really great video - super useful, good job :)
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
thanks!
@christianstamati
@christianstamati 4 жыл бұрын
Your content is amazing! Thank you very much!
@PolygonAcademy
@PolygonAcademy 4 жыл бұрын
You’re welcome!
@TheIcelandicBoy
@TheIcelandicBoy 4 жыл бұрын
Question; I am using Maya, so is it possible to export it the same way into Zbrush? I can only import the model as a whole, not in parts like you do in Part 2 video. EDIT: Nevermind,I figured it out XD
@PolygonAcademy
@PolygonAcademy 4 жыл бұрын
No worries, glad it worked out!
@rebeccaamy8944
@rebeccaamy8944 3 жыл бұрын
How did you do it?
@harrysanders818
@harrysanders818 4 жыл бұрын
GOLD!
@PolygonAcademy
@PolygonAcademy 4 жыл бұрын
thanks!
@Mrmarkusd007
@Mrmarkusd007 3 жыл бұрын
Love all your tips! I’m new to 3d but am using Maya what tool would I use to make creases in Maya or is this something I can only do in Max. Keep up the great tutorials it’s really inspiring me and helping me understand video game production.
@PolygonAcademy
@PolygonAcademy 3 жыл бұрын
I think maya you can harden/soften edges, not sure if its the same, alternatively you could add some chamfers or supporting edgeloops like most hp modeling workflows :)
@Mrmarkusd007
@Mrmarkusd007 3 жыл бұрын
@@PolygonAcademy thank you again! Will definitely be supporting your gumroad!🍻🍻
@luiyijose78
@luiyijose78 3 жыл бұрын
Tim is teaching me how to Trim
@pawpotsRS
@pawpotsRS 4 жыл бұрын
what I do is I manually make ID's in photoshop and plug them inside quixel mixer and start doing the trim's there I guess this still another way to cut the production by removing the sculpting process. Tim any thought about this?
@PolygonAcademy
@PolygonAcademy 4 жыл бұрын
sounds like an efficient method. I just assigned different color materials in 3ds max to each mask i want and chose that in painter as the mask option, but your method sounds super quick as well
@harrysanders818
@harrysanders818 3 жыл бұрын
If I may also add my thoughts to this: The sculpting process nowadays is pure preference or dependent on the art style. You could also do your trims entirely procedurally inside Substance Designer. A lot of times it seems faster, but you are working hard to get the textures look as if they where handsculpted and more realistic, whereas with handsculpting, they get that certain level of life and quality from the get go, that, I would argue, would take equally as long to achieve procedurally. Danny Carlone is a great Environment artists who mostly handsculpts his environment textures and uses the resulting bakes as a basis for his substances, and it shows imho: www.artstation.com/danniecarlone . This can be hard to decide really. It also depends on wether your target texel density can even hold all this sculpted information, or if you jus work on our heightmaps directly, or if you even have a normal map. And also of course, if you are experienced at sculpting. In the end I think, to use everyhting together and how it fits has the most benefit. Not everything needs a high poly. But stuff needs to be "touched" and "interacted" with, to deliver that certain feeling of less "CGI-ness" , if you know what I mean. No matter the process. There needs to always be some form of sculpting your heightmaps(normals) for stuff to look good. Quixel is certainly a great tool for that, esp. when they hopefully have decent tablet support in the future and as well as working from scans speeds up some of this process as well. Just like the use of photos did in the past.
@PrefoX
@PrefoX 5 жыл бұрын
for the love of yoda, please use opensubdiv and not turbosmooth anymore :D
@PolygonAcademy
@PolygonAcademy 5 жыл бұрын
good call, just been too lazy to install it :P
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