Another question about trim sheets - Since the trim repeats horizontally, doesn't the overall texture need to be tiling? This might just be me having a brain fart here, but if you texture the trim sheet in Painter, will the texture always tile in all directions?
Yes, basically. I have done trims with seamless tiling left/right, and it worked fine. Also, you're not limited to just trims. Usually you can also mix in regular tiled textures, as new materials, assigned to neighboring polygons. For example a tiling plaster wall, surrounded by marble moulding. The wall can use a tiled…
Hey guys. New to trim sheets and I've been experimenting tonight with Morten Olsens guide (https://www.gdcvault.com/play/1022324/The-Ultimate-Trim-Texturing-Techniques). Figure I'd throw all my issues and questions into this thread, hoping to get things cleared up: To get my 45 degree bevels, I tried taking a cube in Maya…
@poopipe thanks. Though, also trying to figure this one out - lets say I have a wall that's using a metal tiling texture, but I want to add a vent from my trim sheet to only a small portion of the wall. Do I need to add cuts in the actual geometry to specify where that vent will be? Seems odd to me to add all these cuts in…
From what I understood of the SO trim technique, seams would only happen when not doing it properly. Take a look at the slides further into the presentation. They have extra padding around the borders, all at a perfect 45 degree angle. Yours looks like it has no padding, butting up against the very different normals of the…
Yeah that's how I did it for my example. Still, it would become a heaping amount of work to use this across many assets and enforces a rigid look to your models to boot. They show how simple curves require extra geo and distorted UVs to map cleanly onto the 45 degree strips, so considering how that could add up across…
I think in the original context it probably works out pretty well. They'll have accounted for the largely fixed cost of shading everything like they had to and due to all the sharing will be saving a shit load of texture memory across the project - as well as making large scale fixes/updates pretty straightforward.. My…
@"Eric Chadwick" so the best option when setting up something like this would be to create a few strips of normal bevel information and have the same tileable material go across them? (this being if i want something like this to follow around without any seams) In this particular example, three seperate strips of normal…
Your process was fine. The issue is that it doesn't look that good up close regardless of what you do. Floaties are fine - if you have proper deferred decal shaders they look awesome and it really isn't that expensive. I have issue with using them widely for panel gaps and edge bevels or as detail on props but for isolated…