HOW to use TRIM sheets with Decal Machine for Blender

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  • Опубліковано 29 січ 2025

КОМЕНТАРІ • 69

  • @PonteRyuurui
    @PonteRyuurui  27 днів тому

    ►► Learn Blender in 2 Weeks - www.blenderbros.com/?el=pr

  • @MACHIN3
    @MACHIN3 4 роки тому +39

    1. You can do the panel trim scaling directly in the 3d view using the Adjust tool. That's what it's for. D, A, S, X. (DECALmachine, Adjust, Scale, X).
    2. Save some clicks and use the + button, if you are going to scroll through trims anyway.
    3. Applying a new material does not re-unwrap to an empty trim. That's only going to happen if you use the Init Trim Sheet tool without holding ALT. So you could have used the init tool on your main model, without having to init all the other material's first.
    4. There is no reason or way for me to "tag" the materials better. It's up to you to name them properly in the first place, instead of leaving them as "Material.001". Initializing a trim sheet will just add the sheet's name as a prefix, to whatever name you have chosen first.
    5. There is no need to unwrap manually before adding a detail trim, not if your sheet is properly created and the flat area is "on the surface" level.

    • @commonnormal7256
      @commonnormal7256 4 роки тому +3

      thanks!

    • @PonteRyuurui
      @PonteRyuurui  4 роки тому +7

      oooi, I thought you were on vacations! cheers mate, well noted!

    • @MACHIN3
      @MACHIN3 4 роки тому +7

      @@PonteRyuurui I am, but still have to stay on top of things.

    • @grzegorz1055
      @grzegorz1055 2 роки тому

      everything great, but no posibility put trim sheet to atlas is really frustrating. I mean that would be a way more comfortable if i don't have to use external soft for bake like marmoset etc.

    • @MACHIN3
      @MACHIN3 2 роки тому +1

      @@grzegorz1055 Put trim sheet to atlas? What does that mean? Check the docs.

  • @hiddenvoid
    @hiddenvoid 4 роки тому +3

    In the old days back in 1700, hahaha. It's so much fun to watch your videos. Thanks.

  • @MikeStevanovic
    @MikeStevanovic 4 роки тому +2

    Yay, another trim sheet video. Thanks so much, you are the best

  • @zofo264
    @zofo264 4 роки тому +3

    You rock Ryuu! Thx :)

  • @naveenthikshana4223
    @naveenthikshana4223 4 роки тому +9

    Ryuu, Could you please do more videos about creating trim sheets? :)

    • @PonteRyuurui
      @PonteRyuurui  4 роки тому +2

      Ya at some point, I will probably have to split them though, trims take time to create.

    • @naveenthikshana4223
      @naveenthikshana4223 4 роки тому

      @@PonteRyuurui thank you Ryuu

    • @nategreyson6014
      @nategreyson6014 4 роки тому

      omg +1 on this comment. Thanks, Ryuu, so much for making this tutorials!

    • @PonteRyuurui
      @PonteRyuurui  4 роки тому

      @@nategreyson6014 my pleasure!

  • @peeriehooman1696
    @peeriehooman1696 4 роки тому +2

    more knowledge, love it

    • @PonteRyuurui
      @PonteRyuurui  4 роки тому

      thanks!

    • @peeriehooman1696
      @peeriehooman1696 4 роки тому

      @@PonteRyuurui is there any videos on how to bake the geo after you make the trim sheet or is it the same prosses as when making a decal,just wanna make sure

  • @straticah2865
    @straticah2865 3 роки тому

    Is there a way to make decal machine work with octane?

  • @revotiva
    @revotiva 2 роки тому

    Nice video, hoy could export this model to Unity3d? I'm trying but when hit bake in DecalMachine, only takes Decals and not panels :(

    • @PonteRyuurui
      @PonteRyuurui  2 роки тому +1

      we have courses on how to do it, but if you wanna create trim sheets then search my channel i got vids for it too

  • @LANTUSz
    @LANTUSz 3 роки тому

    Hey Ryu, at 11:00 you said its possible to bake this down in substance painter, can you please explain how to do it ?

    • @PonteRyuurui
      @PonteRyuurui  3 роки тому +1

      I think it was designer, but ask Machin3, he was baking his maps there, if we bake anything in SP it's HP details for models only, and you are far better off with Marmoset Toolbag for this anyway

  • @3DRamenArt
    @3DRamenArt 2 роки тому

    Great tutorial! Thank you for the very good tutorial on hopscutter which i bought from your site..do you have a tutorial on how to incorporate this to an existing model with textures and exporting this to game engines?

    • @PonteRyuurui
      @PonteRyuurui  2 роки тому +1

      Cheers, mate, and sure we do, we have just released a new game asset course with incredible bonuses www.blenderbros.com/offers/upa22Ehn/checkout?coupon_code=GA20EARLYBIRD

    • @3DRamenArt
      @3DRamenArt 2 роки тому

      @@PonteRyuurui Nice! :D Will check it out :)

  • @behruzbekmurodov6446
    @behruzbekmurodov6446 3 роки тому

    I have a question, decal machine is really change something on mesh or just 3d view?

  • @Corza
    @Corza 4 роки тому

    Holding alt while apply the trim doesnt seem to isolate it to only the selected polygons. I tried holding crtl and alt and a combination of ctrl alt and shift but the whole object is still covered with trims. Did they change this shorcut/function to something else?

    • @PonteRyuurui
      @PonteRyuurui  4 роки тому

      no, its alt mate

    • @Corza
      @Corza 4 роки тому

      @@PonteRyuurui Yeah holding alt doesnt do the thing

    • @Hopkins2517
      @Hopkins2517 Рік тому

      @@Corza did you ever find a fix for this? I'm still struggling to figure this out

    • @Marvin-bm1de
      @Marvin-bm1de 10 місяців тому

      @@Hopkins2517 @Corza Did you find a way to fix this ? for me its simply holdin CTRL instead of ALT

  • @buddy7291
    @buddy7291 2 роки тому

    What is Bobjango?

  • @TheSocket775
    @TheSocket775 4 роки тому

    Do you know if there is any way to have an hybrid system between the decal machine 1.0 and 2.0? I mean, being able to stamp the decals or even slice between 2 geometries but using all the decals as floaters, not mapping the face of the mesh itself. I really would love to have the same workflow we had before but supporting atlas/trim sheets. Thanks in Advance!

    • @PonteRyuurui
      @PonteRyuurui  4 роки тому +1

      well ya, just use the regular decals

    • @TheSocket775
      @TheSocket775 4 роки тому

      @@PonteRyuurui If I use regular ones then I cannot use the atlas/trim workflow, at least not automated one, I would need to remap de UVs of each decal.

    • @PonteRyuurui
      @PonteRyuurui  4 роки тому +1

      @@TheSocket775 define regular ones

    • @TheSocket775
      @TheSocket775 4 роки тому

      @@PonteRyuurui the ones from decal machine 1.0, where each decal is mapped into the whole 0-1 UV space. Is there a way to put the floater decals following the atlas workflow? (So each decal has custom uv coordinates for your custom atlas)

    • @PonteRyuurui
      @PonteRyuurui  4 роки тому +1

      @@TheSocket775 you only assign trim sheet decals to UVs, the other decals are not UV bound, so you can slap them anywhere.

  • @kruz3d573
    @kruz3d573 4 роки тому +1

    Hey Ryu, Should we expect a Hard Surface Game Asset Course? Because I really would like to create game assets/props in a proper and efficient way.

    • @PonteRyuurui
      @PonteRyuurui  4 роки тому +3

      that is very possible ;-)

    • @spaceman-pe5je
      @spaceman-pe5je 4 роки тому +4

      Just go follow Chamferzone's AK tutorial if you want someone who makes proper game assets for studios to teach you. AAA-ready quality.
      Most of what Ponte seems to make as of now is just high-poly objects without proper textures - great for renders, rarely useful for games unless a proper UV-mapped low-poly is made we well.

    • @deng.3844
      @deng.3844 4 роки тому +1

      @@spaceman-pe5je thank you, I'll look into it.

  • @Smi_
    @Smi_ 2 роки тому +1

    "Back in the old days in the 1700s" 🤣

  • @commonnormal7256
    @commonnormal7256 4 роки тому

    Oh eah! Thabks a lot,i realy wating for this tutor)

  • @maerzjo
    @maerzjo 4 роки тому

    Is it possible to use basic png's without any further information, for decals with decal machine? For example like your logo, do i need to create a blend file for every single decal i want to do? Especially if i have many, say like hazardous signs.
    Edit: Nvmmm you are way ahead of me sir. Didnt see your other video right about that topic, thank you both, keep it up

    • @PonteRyuurui
      @PonteRyuurui  4 роки тому +1

      Yes, absolutely, for info decals all you need is a png, here is a bid on how to create them ua-cam.com/video/oizVqv5UmyA/v-deo.html

  • @ghostwarrior-ni1xb
    @ghostwarrior-ni1xb 3 роки тому +2

    lol with this method i can literally reduce a lot of render time

    • @PonteRyuurui
      @PonteRyuurui  3 роки тому +1

      well, the render time wont change much, but texturing time will drop dramatically

    • @ghostwarrior-ni1xb
      @ghostwarrior-ni1xb 3 роки тому +1

      @@PonteRyuurui still it saves at least some amount of time

  • @FarukSmithAnisa
    @FarukSmithAnisa 3 роки тому

    ma man!

  • @grimmcreeper192
    @grimmcreeper192 4 роки тому

    Amazing tut tho

  • @jeffspinner6579
    @jeffspinner6579 4 роки тому +1

    🙇

  • @dennisvvugt
    @dennisvvugt Рік тому

    3:25

  • @grimmcreeper192
    @grimmcreeper192 4 роки тому

    Damn couldn’t be first