Hi poopipe and sprunghunt! Thanks for your answers! I understand what trim sheets are. Modeling them is not the problem. I could a) create them on high poly versions of models but also b) as a trim sheet (as another model with all the details). a) is also the easier way because I wouldn't need to answer another question…
Trim sheets are applied usually by cutting up the UVs to fit the trim sheet to the model. In this example from one of the artists on DOOM Eternal they're applying the trim sheet as another layer on top of the base material. You might find it useful as it shows the effect quite well.…
Okay. Now I can understand that I could apply trim sheet as another layer. That makes sense but also I can see that there are models already with details as a base mesh. It seams that using trim sheets depends on various factors. I will consider whether to use trims or not and will be back with more qestions about hard…
Hello Polycounters! I am currently creating "game ready Hard Surface asset" for my portfolio. My goal for this project is to create an asset, meet standards, and put it into Unreal Engine 4 scene. I have the model with all the maps, baked in Substance Painter from High Poly version. I am now in a place where I need to…
a) I often make details like this in the hipoly. I also keep a library of elements like this (I have ztools I use in zbrush)- so it can be very quick. This is my preferred method a lot of the time. b) trim sheets are good if you're making a lot of objects that all have the same "style", They're great for architecture or…