Alright, so you're suggesting in a case like this to make a bunch of bricks that are mapped to blocks instead? But let's say I want to create a large block for an example, it would require to much resolution for being uniquely unwrapped and wouldn't have the necessary details with a tileable texture. Or would you go with…
Darth, I was having the exact same dilemma yesterday. I was running up against the issue that all the Trim Sheet tutorials explain how to create a trimsheet and then how you can use the trim sheet to create assets. But I was looking for a process to create the assets first and the trim sheet second. This seemed more…
First of all we have a cube with a simple tileable trim sheet. Lets assume it was detailed. So you can see that at the sides it is looking "okay" but at the top and at the bottom there is no detail like at the left and right edges. That is what I meant. If you have 4 sides you can just cover 2 sides with a regular trim…
You do it in phases and try to figure it out while you're pretty early on in the block-out/greyboxing/modeling phase. You do it with simple objects and simple unwraps with simple textures and get a general feel for how it will look when you take it to the next step. If you're working with brick, try to get a simple bond…