.. well just make a trim sheet not square. It isn't very difficult to make it rectangular like he showed it. Also I see no benefit in making one rectangular texture over two square ones. Sure you might save a few kilobyte storage but almost everything has issues working with rectangular layouts so you have more issues then the few kilobyte are worth it, imo.
I found that this didn't go as in depth with creating the trim sheets themselves, but Polygon Academy does a fantastic breakdown of the entire workflow if you would like to know more about this process. ua-cam.com/video/DipfrjCgYW8/v-deo.html
Question: how did you model the roofs and then bake them on the trimsheet?? And qhen you splice them in Photoshop, how do you still retain the normal and ao maps? Are they even there??
Very nice video :). One thing I'm unclear on is how do you avoid texture seams when you go all the way up to the edge of your trim? In my experience mipmapping will cause the textures outside the UV island to get sampled slightly creating artifacts.
Bonjour, J’ai utilisé cette technique mais comment se passe le moment où l’on doit baker les light map sachant que mes assets ont plein d’uv qui se chevauchent?
The power of trim sheets. *insert twitch style gasm emote* One thing I love is the ability to grab all that juicy height info/normal map detail and get straight into texturing without having to retopo or anything. So rapid and versatile.
The video was very interesting and helpful there one more point that hard to understand for me, it’s the texel ratio I will try it, do you have a discord or any link were we can ask you some questions or getting some advise ?
Hope you guys found this tutorial useful! I know I sure did. Happy Holidays everyone!
yes its really very helpful
thank you so much
Couldnt you just do a 4x4k and cut in half with a loop cut, and have more materials on the right half?
I'm always worrying about how to squeeze all my trims into a square, but this is proof that needn't always be the case.
this is exactly what I was looking for, non square stylized trim sheet guide! you're a savior for finding such great ideas for videos!
.. well just make a trim sheet not square. It isn't very difficult to make it rectangular like he showed it. Also I see no benefit in making one rectangular texture over two square ones. Sure you might save a few kilobyte storage but almost everything has issues working with rectangular layouts so you have more issues then the few kilobyte are worth it, imo.
I found that this didn't go as in depth with creating the trim sheets themselves, but Polygon Academy does a fantastic breakdown of the entire workflow if you would like to know more about this process.
ua-cam.com/video/DipfrjCgYW8/v-deo.html
Yes, this is definitely a beginners intro, those trim sheet tutorials from Tim are fantastic
I was about to ask if anyone knew some more in-depth resources and then saw this. Thanks! ^^
Mec, t'es trop fort !
Good shit. Learned more from this than my school.
Question: how did you model the roofs and then bake them on the trimsheet?? And qhen you splice them in Photoshop, how do you still retain the normal and ao maps? Are they even there??
Very cool stuff! I had no idea this was even a thing, though I'm still a noob when it comes to asset creation. Great video!
Very nice video :). One thing I'm unclear on is how do you avoid texture seams when you go all the way up to the edge of your trim? In my experience mipmapping will cause the textures outside the UV island to get sampled slightly creating artifacts.
Bonjour,
J’ai utilisé cette technique mais comment se passe le moment où l’on doit baker les light map sachant que mes assets ont plein d’uv qui se chevauchent?
The power of trim sheets. *insert twitch style gasm emote*
One thing I love is the ability to grab all that juicy height info/normal map detail and get straight into texturing without having to retopo or anything. So rapid and versatile.
Excessivement bien expliqué! Merci beaucoup :)
Judging by the comments, lonely bots love trim sheets.
Very cool. I love it
Amazing!
Why do not use xform modifier for your texture
How did you export the non square texture from substance painter? Great video!
The video was very interesting and helpful there one more point that hard to understand for me, it’s the texel ratio I will try it, do you have a discord or any link were we can ask you some questions or getting some advise ?
This guide be like the famous owl drawing guide...
Step 1: Draw the generic shapes of the owl.
Step 2: Draw the owl.
10:16
le meilleur français
Mah man ya voice sounding a bit different
In the intro
on sent l'accent FR mdrr
Pas mal l'accent haha
I'm Single 😍😥
but why
SHUT UP BOT !!!