Yeah, if you just need one trim board for the well you could probably get by with a 32x256 one plank tex. But with that you could texture trim on five different objects and use 5 different planks and you'd have good variety. Plus use it for a floor as well.
Anoter day, another Trim! V 2.0 looking much better. Wider gutters, simpler shapes with less drastic geometry bakes, overall much cleaner and more versatile result. I think I'll be moving into modelling with this trim, wood texture still placeholder.
This would be incredibly handy for damaged edge trims, it was a real pain in Maya duplicating and floating damage edges trims in front of the model because Maya doesn't offer any parametric way to offset the geometry without skewing the shape as it gets farther away from the surface.
Started laying out the trim sheet on the environment. Still need to make detailed versions of the heads, 1 more material for the floor (a cracked stone pattern) and a trim sheet for the thrones and jars. After everything looks good ill move on to texturing and rendering inside of sketchfab
Just doing some breakdown of TD including trim parts, notice how you can break trim sheet 1024 into 4 or as many as you like with power of 2. In my example I have 512-256-128-128 from top to bottom.
This is based on a concept done by Florian Dreyer. I wanted to limit myself to using a singular trim sheet instead of doing a high poly sculpt. It was a fun exercise! The full post and wireframe breakdown is on my artstation! https://rahuladvani.artstation.com Final Composite Trim Sheet made with Zbrush and Substance…
Been busy the last few days so not done much. Managed to make a set of trimmings that tile horizontally tho. These will be used to sew all the sections together and add nice trimmings for stuff. Larger more simple shapes here to break up some of the more detailed stuff to come.
Multiple separate textures for the tioeables stuff then share them with other buildings. Use trim sheets and atlases for smaller details, trims etc How you split the models up generally isn't a big deal unless you're dealing with a lot of things - depends on the engine though.
Thanks for the help guys. I'll try the trim texturing for this one. I have found a little "how to" for these kind of textures. http://www.creativebloq.com/3d/create-texture-set-games-10-steps-51620492 or do you have any other recommendations for creating trim texturing?