Trim Sheets and Modular Assets | Maya and Unreal

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  • Опубліковано 25 чер 2024
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КОМЕНТАРІ • 16

  • @walidwalidos8398
    @walidwalidos8398 2 роки тому +8

    creating UV shell from selected faces is an amazing tip...didn't notice that!

  • @christophlechlerenvironmen5298
    @christophlechlerenvironmen5298 2 роки тому +3

    Nice trim sheet overview :)

  • @swarmX
    @swarmX 2 роки тому +1

    how would you go about making sure the textures wrap around properly in a tile? like the bricks for example, since it seems you did it in maya. is there a tip for doing it in maya and making sure it tiles properly?

    • @stefantom4
      @stefantom4  2 роки тому +1

      for me I used the grid and set units to make sure it should fit, or, making the tiles overlap the edge and copy pasting how they would come in from the other side. A little hard to explain. If half a brick stick out from the left side, copy paste it on the right side so that other half comes back in. If 3 fifths of a brick come overlap the left side, copy past that on the right side so the remaining 2 fifths come back in. as long as your borders match up then the middle is fine. More complex trims are different of course. You'll have to figure out how to match up the borders of whatever tile design you're doing. I'm sure there are more ways I don't know about

  • @Jfreek5050
    @Jfreek5050 2 роки тому

    Quick question. Would it be a limitation for trim sheets in that you can't really use consistent edge and corner highlights and shadows, because it would produce overlapping issues with the rest of the texture, or is there a workaround for that?

    • @stefantom4
      @stefantom4  2 роки тому

      depends on the way you are overlapping and highlights themselves but it could potentially be an issue

    • @NoTengoIdeaGuey
      @NoTengoIdeaGuey 10 місяців тому

      Alot of times you can align the edges of a face to the sculpted/baked details on the edges of a part of your trim sheet, and it will do a decent job simulating edge wear. It all depends on how closely the object will be to the camera.
      You can additionally use baked decals overlaid over the edges on floating geo.

  • @AdrianoFerreira-nb8cd
    @AdrianoFerreira-nb8cd 2 роки тому

    hey just a question, did u use material ID's when u baked your lowpoly?

    • @stefantom4
      @stefantom4  2 роки тому

      No material Id is needed unless you yourself want to have it for a specific purpose. This one didn't have one.

  • @dennymttt
    @dennymttt Рік тому

    yo man, i’m wondering where i can carry on listening haha, i’m 16 and can’t go to uni yet and ur videos teach me so much more than any others

    • @stefantom4
      @stefantom4  Рік тому

      Hey there. There are some other tutorial series on my channel but the environment and trimsheets content is the most important to people it seems. I plan to make a series as soon as my schedule allows 🙂

    • @dennymttt
      @dennymttt Рік тому

      @@stefantom4 I agree, out of anyone else's content your's has been my favourite to watch. Like all of it aswell, you do a great job.

  • @bryanvillaseca2648
    @bryanvillaseca2648 Рік тому

    What happen with AO?
    AO generated by two objects will create problems in Uvs

    • @stecki5362
      @stecki5362 Рік тому +2

      Level generated AO and lightmaps usually use their own unique UV set (objects can have multiple UV sets assigned to them).

  • @ericgriffin120
    @ericgriffin120 2 роки тому +2

    Damn stop moving around so much. I had motion sickness by the ned. Geez.