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[Maya/ZBrush] How do you actually use trim sheets

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Hey Polycounters,

so modularity is a huge topic when it comes to environment design and rightfully so. BUT, there is one thing that I have a hard time to wrap my head around and that is the creation and use of trim sheets.
I spent quite some days now researching on that topic but me beeing German and not overly confident with the English language does not make things any easier, when it comes to such specific topics. Please forgive me if this is a frequently threaded topic or common knowledge (bare in mind I'm still learning). I just really did not yet find a thread, or a blog post, or a YT video, or anything, of any kind that provided beginners with enough info that they (i.e. me) might need to go about creating a trim from scratch and/or how to use them.

Maybe it's too much to ask for, since it is quite complicated? I don't know ...

Anyways, I think I understand what trim sheets are by now, but I still fail to comprehend how one goes about actually creating one (or several for that matter) and moreover how to go about applying them really.

Bare with me as I try to explain what I think trim sheets are ...
As I understand it, trims are basically high poly meshes, preferably modeled unto a plane to perfectly fill out the zero to one UV space, baked down to a UV map and they are primarily used for repeating patterns, so that you do not have to model every asset in your scene as a HP with all that detail and bake them to Lowpolys again, which saves time and makes it easier for GPU's to process.

Now, I took a look at Epic's Infinity Blade scenes, which are free on the marketplace and noticed, that most of the assets seemed to have two material channels. One for some basic tiling texture, mostly stony patterns, and one which had a material assigned to it, that included a Trimsheet UV and the corresponding textured diffuse texture.

Please correct me if I'm wrong in my assumptions. IF I am right tho I still have no clue on how I apporach creating a trim sheet,
as I keep repeating myself, so please,
if anyone could provide me with any information on how to set up something like that, how to go about modeling it, how to use them in UE4 or really anything that I need to keep in mind, I'd be more than thankful.


Oh and thanks if you made it this far!

Cheers,

Pryme

edit:
I tagged Maya and ZBrush because those are the main tolls I use and my preferred engine is Unreal.

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