Hey Polycounters, so modularity is a huge topic when it comes to environment design and rightfully so. BUT, there is one thing that I have a hard time to wrap my head around and that is the creation and use of trim sheets. I spent quite some days now researching on that topic but me beeing German and not overly confident…
Hello this is my first post and i am trying to find answer for my problem. I dont have any visible seam on my normal map but i get such when i cut detail in my mesh. I watched alex senechal tutorial and he didnt have such problem when cutting detail from normal map. I really dont know how to fix that problem. I tried…
(don't know why I originally posted in low poly thread) Just finished up an Unreal Game Jam. 4 days, 5 guys... Didn't get everything in game we wanted to but we are planning on finalizing it. A Grim Situation [url]sorry someone removed link... (this isn't finished but everything works) two player co-op. need a controller,…
Hi! Nice updates! Thanks for reminding me of the challenge :sweat_smile: @BillyJackman I like personality it got, with the frame looks like it has a grin. If you intended to work on this some more, I think some dynamism/ folds in the hanging scroll would enhance it more. And perhaps some more material definition, so it…
I've noticed that most people that create modular pieces end up using a trim texture sheet. Something like this: Or this: I have a few questions about this workflow since i'm learning and trying to create my first modular kit: * A lot of people use NDO for this. How is it possible to make good bevels with it? Just a vector…
I just map each trim piece Planar, and uniform scale it to fit vertically within that section of my atlas. It doesn't matter if the trim UVs go outside the UV square, I want the pixels to be square on the model. Sometimes planar UV isn't good enough, so a Relax is needed, or a Pelt. If so I make sure to keep the piece…
What are your favorite methods of creating detail trim on models in Zbrush? I'm trying to uniformally extrude the blue area to add detail: Now I've played around with several different methods, and while I can achieve what I want, I was curious how you would approach, and if said approach would be more efficient (I have a…
Nice work! I wonder if you can leverage a trim sheet and mirrored UVs to do a lot of this? Because those details seem very symmetrical. If you use unique UVs for everything, you'll be limited by texture resolution. But if you break it down into a trim sheet of repeated/mirrored patterns, you could have very sharp texture…
Hi - im having some issues getting displacement working correctly in UE4. I has a trim sheet texture im using for floor materials - concrete, tiles, bricks etc. Im attempting to set up displacement using a heightmap to the various bricks and tiles, however when the displacement occurs you can see bleed from the surrounding…
An update, apparently using trimsheet/decal on the second uv set is not possible, even unwrapping and exporting both sides of the wall separately didn't work. But for whatever reason if i use the trim on the first uv set and the tiling normal on the second it works fine, the tilling normal reacts correctly to lighting.…