Created another trim sheet in the same way as the previous stream. Used the new pieces to create two new mesh variants. Got both trim sheets into Substance Painter (very quickly) and exported some PBR textures out for them. Setup meshes and trim materials in engine to see what they look like at this stage.
Had some free time today so did a bit of offline work, namely doing tidy up on the trim textures. Basically the model pass I'd done already (mainly on Trim A) wasn't locked to quadrants so correcting UVs proved more fiddly than it needed to be. I did a pass on Trim B to keep continuity and created Trim C as a sheet with…
Started on Trim Sheet B this evening and got 2/3's of it in. Created a smart material of Trim A and applied that to B in Painter. As I'm using the same colours in the ID map the right material is applied to the right place. Win! Tweaked the UE4 material too.
Before I get too far ahead with the proxy trim sheets and kit I thought it would be a good idea to start modelling up the trim sheets and checking them against the test bridges. Here's what I was able to do in an hour to show the workflow and speed of making this kind of thing!
So after weeks of not knowing what to do next or which direction to go in I finally just made a start on something. I created a rough trim sheet in Photoshop and then used the trims to flesh out the straight walkway section. It feels good to have chosen one mesh to tackle and just have a go at it.
Finished of the high res mesh (with floaters) and texture pass for Trim Sheet A. This is at a good first pass stage so next stream I'll work up Trim B and adjust the UVs on the meshes to better fit them. Once done, it shouldn't be too long before we get all the pieces made and populate the level with them!
Played around with the trim textures this evening. Added subtle colour tints to the Albedo and mixed up the Roughness values to get the textures to pop a bit more. I experimented with adding a "New" and "Old" version of a trim but the results were too noticeable and I think having more mesh variations (changing…