switching it up with some texture work, been playing a lot of destiny lately and want to create something destiny themed. FloorTexture and trimSheet in the works. (in Unreal)
@EarthQuake Joe, is it currently possible in TB to display stuff blending normals from multiple UV channels? Mixing trimsheets with unique bakes, like Senechal's stuff.
Set the outputs of each material properly to what you need. Then pull in the graphs of those materials into the new "Trimsheet" graph. Your individual materials will come in as their own material nodes but will still hold the link to their graphs. Then you blend these graphs together using the method above. Your Explorer…
Incredible environment and assets, I'm working on something similar at the moment, also set in Pripyat, and the way you've set up the peeling walls and general debris is inspiring! Could you give some insight into how you created your props? Are they all using unique bakes or sharing a library of tiling materials and…
Been a couple days since I've had the chance to mess with anything. I've been working on making a tiling ground texture within my Trimsheet. I am happy with the progress I've gotten so far but as I can see it needs work. anybody got any tips to push me in the right way? thanks =)
Sure, saving draw calls is nice, but I think in this case being smart about texture memory is more relevant than that (depends on the budget of course). The more different storefronts using shared atlas/trimsheet + tiling textures the more memory efficient compared to individual texture sets for each store. There are some…
Starting with a big project I want to work on: a stylized tavern in the woods for tiring adventurers, traders and passengers. RN figuring out how to make the assets like walls and other if making them flat with a trimsheet or just use the Nanite tool and make high defining assets.
Heavily inspired by Star Wars Battlefront 2 and Jedi Fallen Order. Most of the assets are modular and are made from trimsheets. A walk-through of the level - https://www.youtube.com/watch?v=NILzKm5xc5E&list=UUheae8x6N6T4QkZPjKAQ48w
Instead of using 1 big 2048 texture why not split in 4 textures each 1024? This way you can tile the texture in-game. And also use trimsheets like Pixel saied.
What do you mean by trimsheets? Beveling the edges (from one segment to two) will introduce shading gradients on planar surfaces, unless you use face-weighted normals (and that will mean more work).