An Atlas texture is a file with all the textures in it. For example the albedo. If you want to use trimsheets you just need to do the UVs over the image. Is compatible, you could do an Atlas of the trimsheets. In that image what is reusing is the geometry (albedo, normal and everything) of a wooden plank or a log. You can…
Thank you guys for the clarifications. @sprunghunt, you mean using an Atlas Texture ? Or using a unique map in normal slot and a tilleable one in the Albedo slot ?
Hi, I'm learning trimsheets at the moment and I'm asking a question that may seem a little stupid but I'm asking anyway. Is that possible to combine high poly bake & Trimsheet ? When you're making a Trimsheet texture, you're making a normal map with it. So, if you want to have a complex model (without extreme amount of…
You can mix trim sheets with unique normal maps. I do it all the time. On all these props there is still a lot of texture re-use. If you look at the window frames they use the same wooden pieces over and over again but in different configurations. This is just another way to save on texture resolution.
If a trimsheet doesn't allow for wrapping outside of 0-1, it's no longer a trim sheet and just an atlas, at least in my opinion. You can use unused space on a trimsheet as an atlas though.
somebody could correct me if I am wrong because I dont do a ton of this sort of thing but I think it is correct to say that a trim sheet is a texture atlas, the only thing which makes it different is the intent it's used for. So if you combine the textures of ten characters into one image, thats a texture atlas. If you…
This thread seems to be running in circles, perhaps because of a misunderstanding of the question by the OP - and then things get even more mixed up because of terminology. @Elliott : you seem to understand the difference between "unique" UVs (say, for a typical character) and "environment style" UVs. Why do you assume…