Hi,
I'm learning trimsheets at the moment and I'm asking a question
that may seem a little stupid but I'm asking anyway.
Is that possible to combine high poly bake & Trimsheet ?
When you're making a Trimsheet texture, you're making a normal map with it.
So, if you want to have a complex model (without extreme amount of polygons), you must
bake the high poly details on the low poly mesh, but then, you have the normal map, so
it's not possible to apply a trimsheet texture anymore ? Exept with only colors on it I guess...
I saw thoses images of props on Artstation and I'm wondering : Thoses models are suitable for trimsheet texture,
but it seems they didn't do that because, the wood parts are very detailed and differents. Or maybe they
are using 1 map for all of thoses windows ?
Same question for this modular set, are they using trimsheet for this ?
Because, it seems the props are uniques sculpts or I'm not understanding the process
(link :
https://www.artstation.com/artwork/obmVWq)
Replies
I thought is was used more as possible in video games
On all these props there is still a lot of texture re-use. If you look at the window frames they use the same wooden pieces over and over again but in different configurations. This is just another way to save on texture resolution.
@sprunghunt, you mean using an Atlas Texture ?
Or using a unique map in normal slot and a tilleable one in the Albedo slot ?
If you want to use trimsheets you just need to do the UVs over the image. Is compatible, you could do an Atlas of the trimsheets.
In that image what is reusing is the geometry (albedo, normal and everything) of a wooden plank or a log.
You can also create different UVs if you want, for example have a light map or a custom map per object.
@Elliott : you seem to understand the difference between "unique" UVs (say, for a typical character) and "environment style" UVs. Why do you assume that the two can't be used at the same time ?
For instance, top left here is a character texture from Fortnite (typical "unique" UVs) ; and top right a is an environment texture from Sunset Overdrive (typical "trim sheet" UVs). Absolutely nothing prevents you from combining both approaches within an asset, as shown on the bottom hybrid. As a matter of fact, even though it may not seem intuitive I tend to believe that this is probably the most efficient way to work on characters (as long as the Art Direction is not requiring everything to be 100% sculpted). Games like Arms and Splatoon seem to use this approach a lot.
If a production requires everything to be fancy-sculpted, then naturally things will tend to steer towards "unique UVs" because the next logical step after spending hours on a sculpt is to retopo it and bake it. But if the production requires things to be lowpoly-modeled first (for faster in-game proofing, which I personally think is way more valuable than spending hours on sculpts...), then more creative approaches to texturing can be used.
https://youtu.be/FodXp5BkENk?t=561
http://wiki.polycount.com/wiki/Modular_environments