That color variation overlay to control the whites and the blacks, in Sub Painter, was genius. That streamlines alot of going back and forth, and really adds control to texture dev. Amazing!
this is a phenomenal breakdown of a trim sheet process. I used this method to build a dungeon entrance and this breakdown was instrumental in the creation process. thanks!
A full version of this tutorial is in the works with no speed ups and narrated This will be a 5 hour version so it will take a bit to edit but it has been requested enough to be worth it
Thanks for this great tutorial - when you were applying that trim sheet to all the low poly assets I almost had a heart attack, I was like "THIS IS SO GOOOOOOOOOD" :D Also, very much to the point, I love that so much insight is condensed in such a short video. Well done!
Trim sheets on low poly for stylized assets or structural assets are a life saver it makes you be able to create a hero texture for non hero assets and makes your textures impact so much more
This was awesome, great work & explanation. Definitely one of the best trim sheet tutorials I've every come across and the foliage elements were super enlightening as well.
One Tip, in case u did not figure that out: instead of manually painting in the different materials in SD you can also assign vertex colors inside blender to the different meshes and then bake those vertex colors on the ID map while baking. When creating masks you can then select the IDs you baked from the Vertex Colors. I found myselfe saving a lot of time that way and thought thats maybe usefull :)
Substance Painter is probably the best, but it's spendy. Everything he does in Substance can be done in Blender -- makes me wonder if there's a good add-on to speed workflow. When he runs that very bright light along, and just above, the surface -- great way to get a good look at all the detail.
You are correct that it can be done in blender with some work arounds . Substance is generally industry standard so it is more valuable to show bake and create in substance Your other option if you are looking for a 1 purchace software is marmoset that bakes better than substance but textures worse
Hello, Thanks for the tutorial I just have some questions regarding using trimsheets : - Using this method you can't really care about texel density right ? - How do you handle height map seams when using trimsheets ? Is every block in the trimsheet supposed to have a height gradient to 0 when going near the outline of the block ? Thank you
If you're making games, eschew Height Maps entirely (or almost) and get to know Normal Maps. In the rare times I use Height Maps, I only use them for making Normal Maps.
Height maps and any edge textures always wrap Height seams eliminated with wrap Texel density cant really be maintained unless your meshes have the same size where the trim goes or you tile correctly
Hi, This is a great breakdown, you did it better than people who are paid professionally to teach this stuff! I'm looking to make a trim sheet for a hedgemaze garden scene I'm working on and was wondering how best to go about making one for the hedgemaze I'm making or if I would be better attacking it in a different way? I'm a first year game design student so I'm still learning, any help would be greatly appreciated.
This is pretty much the best trim sheet workflow i have found . you could potentially use something like quixel to get the textures you need as well and split the materials you want to use so ground wall roof that type of thing would be a square or a line on their own Hope this helps
It did actually! For some reason I was seeing the only way I could make a trim sheet was if it was Sci Fi based but now I've wrapped my head around in I get it. Thank you so much. You're work is very good by the way!@@KobusViljoenArt
You are correct and that is a way to do it . however with the more verts and bening the planes sllightly you get more life in the foilage because it is not just on a flat plane . it depends what the users view is on the plants
That color variation overlay to control the whites and the blacks, in Sub Painter, was genius. That streamlines alot of going back and forth, and really adds control to texture dev. Amazing!
Im glad it helps. its something i do a lot in my textures it became part of the process
this is a phenomenal breakdown of a trim sheet process. I used this method to build a dungeon entrance and this breakdown was instrumental in the creation process. thanks!
Thats awesome to hear hope it helps with your future projects :)
A full version of this tutorial is in the works with no speed ups and narrated
This will be a 5 hour version so it will take a bit to edit but it has been requested enough to be worth it
lol its been 6months still no update
I've been watching tutorials on the trim sheet method for months and I have to say this is the best of them all!
Thank you so much i am glad it heled you on your 3d journey
True
Thanks for this great tutorial - when you were applying that trim sheet to all the low poly assets I almost had a heart attack, I was like "THIS IS SO GOOOOOOOOOD" :D
Also, very much to the point, I love that so much insight is condensed in such a short video. Well done!
Trim sheets on low poly for stylized assets or structural assets are a life saver it makes you be able to create a hero texture for non hero assets and makes your textures impact so much more
Incredible tutorial, clear, paced well, and slots perfectly into my workflow, thank you for making this!
So glad it helped you . Good luck with perfecting your workflows
Thank you so much for this tutorial it really help me while working on a commercial projects.
You're very welcome! glad it helped
The most useful video about trim sheets around youtube. Thanks, man.
So glad you found this helpfull in your 3d journey :)
Agreed, it's really hard to find good general advice about Trim Sheets but this is ideal.
This was awesome, great work & explanation. Definitely one of the best trim sheet tutorials I've every come across and the foliage elements were super enlightening as well.
Glad it helped you :) i will be releasing full version in a bit as well without skipped parts
Thank you so much for this tutorial. I learned a lot of things from this.
Glad it helped you :)
I'm one year late, but I am glad I have found your video, it is so inspiring
So glad you find it helpful :D
One Tip, in case u did not figure that out: instead of manually painting in the different materials in SD you can also assign vertex colors inside blender to the different meshes and then bake those vertex colors on the ID map while baking. When creating masks you can then select the IDs you baked from the Vertex Colors. I found myselfe saving a lot of time that way and thought thats maybe usefull :)
I am aware of this trick i at this point in my workflows did not use it as often as i do currently
Hey man! Thats a fantastic tutorial! Very well explained! New sub!
I am very glad you enjoyed it :) Good luck in your journey
Substance Painter is probably the best, but it's spendy. Everything he does in Substance can be done in Blender -- makes me wonder if there's a good add-on to speed workflow. When he runs that very bright light along, and just above, the surface -- great way to get a good look at all the detail.
You are correct that it can be done in blender with some work arounds . Substance is generally industry standard so it is more valuable to show bake and create in substance
Your other option if you are looking for a 1 purchace software is marmoset that bakes better than substance but textures worse
Thank you for the explanation.. that ivy is the best part!!
Thank you glad it was helpful!
I'm currently in Term 2 of Vertex School! Thanks so much for the breakdown from a fellow alumni!
Glad you found it usefull and goodluck with Vertex they heled me so much propel my career forward
immediate subscribe !
Thank you so much for your support
this tutorial is frikin amazing ty!!
So glad it was helpfull :)
Hello,
Thanks for the tutorial I just have some questions regarding using trimsheets :
- Using this method you can't really care about texel density right ?
- How do you handle height map seams when using trimsheets ? Is every block in the trimsheet supposed to have a height gradient to 0 when going near the outline of the block ?
Thank you
If you're making games, eschew Height Maps entirely (or almost) and get to know Normal Maps. In the rare times I use Height Maps, I only use them for making Normal Maps.
Height maps and any edge textures always wrap
Height seams eliminated with wrap
Texel density cant really be maintained unless your meshes have the same size where the trim goes or you tile correctly
Would gladly pay for a slower step by step on this, especially for substance piece
I would for sure keep that in mind and create a slower version with all steps explained
Hi, This is a great breakdown, you did it better than people who are paid professionally to teach this stuff! I'm looking to make a trim sheet for a hedgemaze garden scene I'm working on and was wondering how best to go about making one for the hedgemaze I'm making or if I would be better attacking it in a different way? I'm a first year game design student so I'm still learning, any help would be greatly appreciated.
This is pretty much the best trim sheet workflow i have found . you could potentially use something like quixel to get the textures you need as well and split the materials you want to use so ground wall roof that type of thing would be a square or a line on their own
Hope this helps
It did actually! For some reason I was seeing the only way I could make a trim sheet was if it was Sci Fi based but now I've wrapped my head around in I get it. Thank you so much. You're work is very good by the way!@@KobusViljoenArt
WOAHH I'm new to 3d but damn this is a very fast way to do stuff, 3d doesn't have to be complicated at all.
Often mastery isnt magic its just process so as soon as you find a nice efficient way to do something it seems effortless
Did i miss something or did you go from blender to substance with the sculpt without UV unwrapping?
No Uv unwrapping is needed on that step as we are baking to a plane that already has a 1:1 UV space
@@KobusViljoenArt one one the most important steps to be left out on the tutorial
@@tonycezar1645 In future i will post shortened and full tutorials that no information is lost
Feels like using square planes for the ivy would save on vertices, as your small planes have more than 4 vertices per plane. Or am i wrong?
You are correct and that is a way to do it . however with the more verts and bening the planes sllightly you get more life in the foilage because it is not just on a flat plane . it depends what the users view is on the plants
why didn't you just cut out the leaf texture to create ivy
Because this would not have given me the normal and height information to create more 3d feeling ivy . for distance using flat ivy is fine
Thank you, very helpful
So glad you found it helpfull . good luck in your journey
The more I know!
thank you very much.
You are welcome! :)
Great breakdown but the video makes me dizzy. Lol
Thanks Kobus, nou moet jy nog net die ding in Afrikaans doen dan leer ek dubbel so vinnig!
Ek dink nie daar is genoeg mense wat dit sou wou leer in Afrikaans nie dit sal n baie interesante ding wees
Thank you for the tutorial, but I was a bit annoyed by the fact you sped up the most interesting part when you sped through the uv mapping.
Thank you for the feedback . i will make sure future tutorials have sped up and non sped up versions in order to avoid fustration
hey man what about the sides of the cubes/pieces of the trim texture?