I don't know much about trim sheet theory, so if I'm doing something glaringly wrong, or if anyone has some good trim sheet theory/courses, let me know.
These are presented in substance designer 5. The emissive map intensity for half of these renders is really over the top and gaudy, just how I like them.
The idea was to ultimately create an unreal tournament map/arena using just these textures, but I never found the time to do so. Hopefully in the future.
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Cool, it would be really nice to see some of the assets made with it and how it is actually implemented for the environment ^^
Someday.
If I do get around to it I'll dm you or something,
Cool!