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…
That looks like it is begging for a horizontally tiling/trim texture. As for adding damage/uniqueness, you could use vertex paint to blend in a damaged trim texture, or you could have damage decals like in this link http://freesdk.crydev.net/display/SDKDOC3/Using+Decals+for+Destroyed+Structures In any case I would go with…
You could also use the trim curve brushes as well (not the Trim brush). If you want a really nice refined curve then your should retopologize the dynamesh you have (Zremesher should be fine) and work from there.
Hi, i'm working on my first trim sheet and I have a question. How I'm supposed to map the parts highlighted below on my low poly model ? Am I getting this wrong ? Should this technique be used only on flat surfaces ? Thanks!
I'll also suggest checking out the wiki, either multi texturing and/or trim sheets: https://polycount.com/discussion/174377/witcher-3-blood-and-wine-architectural-material/p1 https://polycount.com/discussion/210492/tutorial-trim-textures-for-environment-art-and-props