For anyone looking for another good UV addon for this stuff, I recommend ZenUV. Great video! Some missing puzzle pieces for me regarding trim sheets on realistic everyday life props opposed to medieval/fantasy or Sci Fi. Tanks a lot! It's Gold!
Great video, interesting to see the use of 1:1 but with a trim sheet spin on it UV Packmaster definitely has a way to pack around what space you have left. Just make sure you only have the stuff you want to be packed selected in your UV space and click the "Pack to others" button. At the very least this works with single tile mode.
Hi Thank you for this great video, I have one question. How to deal with the pixel margins when do the UV packings manually. By the way, can you share the discord community group link please.
I mean really you would use trim sheets for textures you are going to use on multiple models. For a boat a simple unwrap would do surely. Unless you are using the texture on many boats.
Cause the size of the object will be hard to fit in just one or two materials, using a trim or hybrid can maintain the texel density and use less materials.
This technique is more optimal if you have a lot of assets, for example a city full of different cars. You can have two materials for example where one is opaque and uses trims and another tranlucent and uses mesh decals and trims like panel lines etc. And you can basically texture the majority of the cars this way. Ofc you will need other textures as well like tires that might be shared between cars. What you end up with is a vehicle with a few more drawcalls than a unique bake, but you save on texture memory because every car pretty much uses mostly the same materials. Its also scaleable, and as has been pointed out you won't lose texel density. Realistically you can't just do this that is shown in the video, you will need shader support as well as probably small tiling textures for different exterior parts like plastic/metal. At the end of the day It really depends on your project needs.
You usually dont. Trim sheets are typically for quickly texturing objects so you are getting the normal information from your trim texture, not a unique object bake. If you have a usecase where you want to bake an object normal and have trim normals, you can use multiple UV channels to separate the two.
As SuWoopSparrow mentioned, with the areas that are overlapping and using the trim sheet part, you wouldn't have baked info, as it's coming from the trimsheet. It helps to use faceweighted normal and bevel the edges in this case to get your mesh looking nice with the trim sheet.
this is an old comment but the solution for it is combining normal maps, from Trimsheet + from HightoLow bake, and mix the normals with a node in the rendering software.
I totally get how this sounds confusing, and somewhat misleading. Pretty sure that it is just a Sledgehammer Games role, which is the step between associate and mid level.
@@boudewyn Thanks! As for addons or tips, I don't use any addons for exploding etc, but I am sure that they would exist. I typically do it manually. If I want to keep things exact then I'll move them out at whole units, for example, 1 meter in the x or y axis, that way it's easy to snap it back in place. I usually don't do that and just line them back up by eye or snap them in place if need be. I hope that helps and good luck :)
Probably the best channel for 3d artists I’ve ever found! Thank you guys!!!
For anyone looking for another good UV addon for this stuff, I recommend ZenUV. Great video! Some missing puzzle pieces for me regarding trim sheets on realistic everyday life props opposed to medieval/fantasy or Sci Fi. Tanks a lot! It's Gold!
Great video, interesting to see the use of 1:1 but with a trim sheet spin on it
UV Packmaster definitely has a way to pack around what space you have left. Just make sure you only have the stuff you want to be packed selected in your UV space and click the "Pack to others" button. At the very least this works with single tile mode.
can u lead me to a video or how u did it please would be helpful!
Thank you so much I have been using pack master for a year now and I was wondering there should be a way to do this but never searched it lol
Great work, super helpful! Cheers Hamish, ya legend
Hi Thank you for this great video, I have one question. How to deal with the pixel margins when do the UV packings manually.
By the way, can you share the discord community group link please.
I mean really you would use trim sheets for textures you are going to use on multiple models. For a boat a simple unwrap would do surely. Unless you are using the texture on many boats.
so good Hamish! cheers :)
thank youuuu 💖
Super useful information, thanks a lot!
For a one off asset like this, why make a trimsheet and not just UV everything on one map and texture in Substance Painter?
Cause the size of the object will be hard to fit in just one or two materials, using a trim or hybrid can maintain the texel density and use less materials.
@@zian8385 Great answer thank you
you can also make a variety of speedboats with just one material, less drawcalls more texel density win, your graphics engineer will be happy.
Yeah it's to make different boat variations quickly.
This technique is more optimal if you have a lot of assets, for example a city full of different cars. You can have two materials for example where one is opaque and uses trims and another tranlucent and uses mesh decals and trims like panel lines etc. And you can basically texture the majority of the cars this way. Ofc you will need other textures as well like tires that might be shared between cars. What you end up with is a vehicle with a few more drawcalls than a unique bake, but you save on texture memory because every car pretty much uses mostly the same materials. Its also scaleable, and as has been pointed out you won't lose texel density. Realistically you can't just do this that is shown in the video, you will need shader support as well as probably small tiling textures for different exterior parts like plastic/metal. At the end of the day It really depends on your project needs.
When using trim sheets how would you bake a high poly to a low poly if the uv shells were on top of each other or out of the 0-1 space?
You usually dont. Trim sheets are typically for quickly texturing objects so you are getting the normal information from your trim texture, not a unique object bake. If you have a usecase where you want to bake an object normal and have trim normals, you can use multiple UV channels to separate the two.
As SuWoopSparrow mentioned, with the areas that are overlapping and using the trim sheet part, you wouldn't have baked info, as it's coming from the trimsheet. It helps to use faceweighted normal and bevel the edges in this case to get your mesh looking nice with the trim sheet.
this is an old comment but the solution for it is combining normal maps, from Trimsheet + from HightoLow bake, and mix the normals with a node in the rendering software.
If what you're trying to combine involves edge wear like from a sculpt or something what one could do is make edge wear decals.
Sorry but did you say senior associate environment artist? Didn’t know senior artist can be a associate seems weird
It was also the first time that I heard it myself :D
- Timothy
I totally get how this sounds confusing, and somewhat misleading. Pretty sure that it is just a Sledgehammer Games role, which is the step between associate and mid level.
@@doms_the_beatsmith Tfw they invent a whole new role so they can avoid giving you the full promotion
@@doms_the_beatsmith Really dig this, I'm going to give it a go today. Do you have an addon (or tips) for exploding and reassembling your meshes?
@@boudewyn Thanks!
As for addons or tips, I don't use any addons for exploding etc, but I am sure that they would exist. I typically do it manually. If I want to keep things exact then I'll move them out at whole units, for example, 1 meter in the x or y axis, that way it's easy to snap it back in place. I usually don't do that and just line them back up by eye or snap them in place if need be. I hope that helps and good luck :)