Hi guys, I'm trying to make my first trimsheet texture using a plane as low poly in Maya who will be baked in substance painter. I saw multiples tutorials on the subject but every times, they make a different plane size. So, I don't know wich size that plane must be for a 2k texture for exemple. And how do you know the…
lets say i need a long wall ingame (unreal engine) i would generate a square (one face only) with default 01 uv and would apply trimsheet. i now could copypaste the one many times, then i would have a long wall. now when i want some variation like moss, i could use vertexpaint after tesselation/subdividing the mesh, but…
I am trying to make a level in Natural History Museum in London, like the image below, And I am not sure how many texture sets would be suitable for this kind of architecture - I am only making this hall, only the architecture but I want it to be optimised to be put in a game. I'm planning to make it mostly trimsheets, but…
I have modeled my details in Max, and set all of my details over the plane to which I want to bake the details on. I think that the normal details are coming out barely okay, still needs a bunch of work, but specifically I don't understand how to get a proper heightmap bake. I don't quite get where to place the baked plane…
Overall I think this scene is a great practice for TrimSheets! There is little texture stretching on your textures. Your lighting is competent and really helps making your environment believable! A glaring issue I can see are seems, and the modelling is too primitive. (By primitive, I mean it lacks mesh-level detail) This…
Insomniac games did a GDC talk a while back and I wanted to quickly test some of their techniques. https://www.gdcvault.com/play/1022324/The-Ultimate-Trim-Texturing-Techniques Original document: Just looking for a second pair of eyes to see if the normals are showing correctly.
What is the workflow and tools for managing PBR based trim sheet atlas? Is photoshop and manual labor the current way to do it? It is pretty straight forward if you don't have lots of stuff but keeping complex high resolution atlas with all channels is very labor intensive.
I have decided to do a quick texture pass on my trim sheet to get a general feel of the pieces i have created. This most likely won't be final! I have set up my trimsheet in UE4 and tested a quick unwrap on my stairs for my bricks.... It is quite clear the gaps between them are too big so i am going to have to sort that in…
Hey everyone! :) Just finished up this project created in Unreal Engine 5. This one ended up being more challenging than I initially expected, especially when it came to getting materials like snow/frost to read correctly and working with decals. That said, I learned a ton throughout the process and I’m really happy with…