What I would do is dynamesh it, hide the part that's not the hand, and use the trim curve or trim lasso brushes to cut out the parts that shouldn't be there. Increasing the dynamesh resolution will help, too.
hi so I'm studying games art and I have a reaaaallllyyyy hard time understanding trim sheet and I've got to the furthest point and now I'm stuck. basically I'm baking in substance designer after modelling in 3ds max, its keeps baking green. I don't know why, how or what to do to fix it it also doesn't bake the whole trim…
This tutorial should give you some ideas. https://medium.com/@legacykraft/trim-sheet-detailed-breakdown-bd35c78d16c3 @PixelMasher also has a great step-by-step here https://www.artstation.com/blogs/pixelmasher/1zja/creating-trim-textures-4-part-free-tutorial-step-by-step
Update: Updated the trim, continued to model, texture and uv. Still working on the uv's and everything so there is still a bit of stretching in some places. I also got it into unreal and I have just started messing with lighting. Also the trim does not have a material on it at the moment so that's why it is so shiny. Any…
Thank you! :) I'll definatly try to do that approach and the smaller tiles within the trim sheet as you mentioned also makes sence to me. Now every meter is a square in the trim, so I can kind of understand the dimensions a bit better :) Any idea how to use the trim sheet on the hard edges to make the seem look like a…
You may get better results from modeling the trims in. More 3d depth to the mesh and be able to reuse your textures more effectively (instead of making all new trim versions of everything).
Had to post this for the 1st March Deadline so though id share here too: Broken Pillar Top and Bottom: Pillar: Flagstones / Tileable Floor Prep: Spire: Steps: TopBar1: TopBar2: Trims: All The normals (except the flagstones and trims) are baked at 2048 (1024 otherwise) The "trims" are used to create the heightened areas by…