Creating Detailed Floors for Games Using Trim Sheets + Tiling Textures (UE5)

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  • Опубліковано 31 гру 2024

КОМЕНТАРІ • 79

  • @Croissamie
    @Croissamie 3 роки тому +11

    Thank you for the video! This is so valuable :)
    A question! What would be the pros and cons of, instead of having a big plane with cuts, making the "U" pieces a separte bit of geometry that is a little bit above the ground plane? I never know how to approach these, I think I lack a criteria so it would be nice to hear your thoughts!

    • @tiedie
      @tiedie  3 роки тому +3

      good question! I suppose either way would be totally fine at the end of the day. I opted for this method just to keep things all together and (in my opinion) easier to work with. I can see how vert painting might be easier if things are separated as you can divide them up more cleanly. In fact the more I think about it the more your idea works, but it might be trickier to align things at a micro level, and lightmaps would bake very strange.
      Its all dependent on the situation, If I were to redo this I might do it how you described, would be faster

    • @clonkex
      @clonkex 2 роки тому +2

      The issue I see with making a separate piece of geo is that you risk z-fighting.

    • @morelloreanode
      @morelloreanode Рік тому

      How to get the plugin uvMapper v3.2?

  • @fattyhacker5745
    @fattyhacker5745 3 роки тому +23

    Your videos have given me more industry techniques than 3 years of college and you're doing it for free. Wish I could like the video twice. Also the surrounding content with facecam and talking about games passionately adds a lot of character to the video, keep it up!

    • @tiedie
      @tiedie  3 роки тому +1

      means a lot, thanks so much

  • @TehPascu
    @TehPascu 3 роки тому +6

    This video is a gem. I have a little difficulty making large environments, and this video has opened my mind as to how to deal with certain problems.
    Thank you so much, I look forward to more content like this!

    • @tiedie
      @tiedie  3 роки тому +1

      It'll speed things up a ton! Also love the asuka icon, good taste ^__^

  • @johngoodwin7344
    @johngoodwin7344 3 роки тому +1

    Hahahaha! I clicked on this, as we're adding RisomUV to our lab image in the Game - Art program, and imagine my surprise when I saw who the host was! Great job!

    • @tiedie
      @tiedie  3 роки тому

      Ha! Fancy seeing you here :D I'm using it for work as I write this too, who would have thought UVs would reunite us all?

  • @Alander787
    @Alander787 3 роки тому +2

    This is super useful! I absolutely love the quality of your videos. The tips and knowledge you give out are just great!
    I hope to see more new content on this channel. :)

  • @meteyektay8910
    @meteyektay8910 3 роки тому +2

    Thanks for the awesome work you put in every video! You put so much efford, time and valuable info in your videos and share them for free. Game art community is lucky to have you

  • @Glowbox3D
    @Glowbox3D 2 місяці тому

    Office: "Ya, I'm going to need you to come in on Sunday and make that Blender tutorial version of this. MMmkay."
    Kidding! I'll follow along! I'm long overdue to learn trim sheets.

  • @NIKONTHEINTERNET
    @NIKONTHEINTERNET Рік тому

    more of these trim sheet tutorials plzzzzz! if you looking for ideas, this is my vote!

  • @fantasygamedev
    @fantasygamedev 3 роки тому +2

    Thank you so much for this tutorial, I also wish I learned more about trim sheets in College. Whenever I throw all of my independently textured assets, unreal slows a lot.

  • @bystevenlamb
    @bystevenlamb 9 місяців тому

    This not only peaked my interest in trim sheets. I'm definitely going to be looking at all the more complicated walls/floors in FFXIV more closely now - pretty sure they follow the same workflow

  • @igormattioli9707
    @igormattioli9707 2 роки тому

    omg, i love you... This video opens your mind to how the environment pipeline works, thanks!

  • @danielc.6644
    @danielc.6644 2 роки тому

    I learned so much with this video. I always struggle with big environments... Thank you so much!

  • @BhanuSingh-xq1rx
    @BhanuSingh-xq1rx 3 роки тому

    these are really helpful to get the idea of what's more there in gaming pipeline

  • @mrkoddy
    @mrkoddy 2 роки тому

    Thank you! There isn't many tutorials about trimsheets and integrations into the game engine!

  • @dominicevans2971
    @dominicevans2971 Рік тому

    Awesome tutorial. Answered all my questions. Thanks :)

  • @GOODvinD
    @GOODvinD 3 роки тому

    Thank you so much! A lot of good tips and tricks to make the things look way more interresting and appealing. Also Rizom is an awesome tool, using it in my learning and it helps to save some time considering that my main 3d program is 3ds max and UVing was always a pain for me.

  • @bovineox1111
    @bovineox1111 Рік тому

    Super useful tutorial, thank you.

  • @ViewportPlaythrough
    @ViewportPlaythrough 11 місяців тому

    this is exactly what i was looking for from the comment i made on one of your video 😳🥺 im already having flashbacks of past projects that i could have made them this way and have better texel

    • @ViewportPlaythrough
      @ViewportPlaythrough 11 місяців тому

      just had a realization while experimenting with this... isnt this almost the same way how you learn about textures on the first place??
      at the least when i started way way way back,
      1 - download some random tileable textures on the net
      2 - apply that as a material on your object
      3 - do the uv thingy where you would get what look what you want. scale it up/down or move it(because at the beginning i didnt know what uv was)
      when it boils down to it, isnt it just that? just applied in a way that you now know more about uv mapping, texel density, trims, kitbash etc
      while i was experimenting now, i was like "didnt i use to do it this way before too?"
      once i figured that out, everything just became intuitive because its almost the exact same way i was doing stuffs before i learnt about substance painter and custom textures
      tsk.. this is my own fault of course. i got too stuck with substance painter getting called the "industry standard" that i forgot about the basics...
      also, it now clicked why someone would use substance designer.. i never got designer before this
      now i miss my old texture collection i downloaded way back....
      why is this not thought immediately?
      cause when you try to learn texturing to move away from the basics, you would be guided on the texture painting route...

  • @SmithRose-tq4hl
    @SmithRose-tq4hl Рік тому

    A really awesome tutorial! Thank you!!!

  • @hanshanserlein576
    @hanshanserlein576 Рік тому

    Your videos are incredible helpful.

  • @this-is-gamedev
    @this-is-gamedev 2 роки тому

    Thank you so much! This is extremely valuable! Agree at 46:00, this stuff is not explained anywhere!!!!!!

  • @JammieDodder
    @JammieDodder 3 роки тому

    53:14 "Nothing ground-breaking for sure" I see what you did there ;)

  • @TheTimeProphet
    @TheTimeProphet 4 місяці тому

    I tend to use headus uvlayout for UVs. This trim method is good, but the only thing I don't like about it is that you if you use a normalmap on the tiles, it is harder to vary it.

  • @Lunatheia
    @Lunatheia 2 роки тому

    Your plugins and toolbars are amazing. srsly good tips in here. Especially like the mirror buttons you got setup.

  • @bhuhuhuhuhbuhuh
    @bhuhuhuhuhbuhuh Рік тому

    I think one thing you could do to speed this up would be setting the transform amount in the UV Tool Settings panel to the size of the tiles (Or half of it) so 0.25, then you can select the shells you're manipulating and move them exactly using the arrow keys!

  • @AndrewByrnes1
    @AndrewByrnes1 2 роки тому

    I learnt so much. Very useful and I'm surprised I watched the whole thing.

    • @tiedie
      @tiedie  2 роки тому

      really happy to hear that ^__^

    • @AndrewByrnes1
      @AndrewByrnes1 2 роки тому

      @@tiedie I haven't checked out your whole channel, but if you haven't already, I would love to see your approach to making smaller assets like the clutter you see laying around in these types of scenes. I really like the art style you've used here. Has that nice mix of realistic/artistic

    • @tiedie
      @tiedie  2 роки тому

      @@AndrewByrnes1 I've done a few more tutorials focused around props, but more hero props than anything. You can find those on my artstation page, but having more tuts on set dressing is a good idea :)

  • @HumpaLumpaBiriBam
    @HumpaLumpaBiriBam 10 місяців тому

    this is gold! thank you

  • @degasjan8411
    @degasjan8411 10 місяців тому

    Could you please explain the impact of using UV mapping across quadrants on game scenes? I've learned to use a single quadrant and the UDIM method.

  • @SierraSome
    @SierraSome 2 роки тому

    It's a pity there is no full video, as a beginner I would like to see everything without acceleration) Your videos helped me a lot to start making my project, having only basic skills in 3d

  • @joe_johnson3d354
    @joe_johnson3d354 3 роки тому

    Awesome Thanks for posting this!

  • @SaadJaved-e8b
    @SaadJaved-e8b Рік тому

    Hello, for 52:15 is it really necessary to modify the mesh itself for tiles that are a little above or a little below? Afaik you can get the same effect by editing the material in a program like substance 3d or quixel mixer by adding displacement on masked areas with tiles in them, and unreal engine 5 kind of gets them looking right inside the game as well with nanite displacement.
    I'm not expert by any means, actually this is my first time using 3D Modeling applications and texturing applications, i started out 2 weeks ago, so currently i was just watching through your video since trim sheets seem pretty interesting. But i had this question, sorry if its silly

  • @goblinphreak2132
    @goblinphreak2132 2 місяці тому

    fun fact, triangle render faster than quads when making games. a lot of games today are using quads and FPS is lower. its not the ONLY reason why fps is low, but you should in fact be focusing on triangles for speed of render.

  • @ViewportPlaythrough
    @ViewportPlaythrough 11 місяців тому

    sir i would like to use more than 1 texture as a sheet. what would be better, adding it as a new material slot or blend masking them all inside a single material slot?
    the reason is, i want to fill the 1st texture with more variance of the same kind of material ie if its for the ground, more soil type.
    then the additional textures filled with the other stuffs ie if its for the ground, some patches of the ground with greens for grasses, side trimmings etc

  • @justin9649
    @justin9649 2 роки тому +1

    To me it looks like they created 2 different 2k textures. One with the curved tiles and one with them going straight. Then they segmented the floor into squares and then rotated, mirrored, and did some tricks to get the textures to line up.

    • @justin9649
      @justin9649 2 роки тому

      That or they could be 1k as well.

    • @tiedie
      @tiedie  2 роки тому

      @@justin9649 in that case wouldnt they need three textures? the curved area, the straight version of the thinner bricks, and the main tiling bricks? Could be either way, figured it would be easiest to put it all on one trim

    • @justin9649
      @justin9649 2 роки тому

      @@tiedie yeah, trim sheets are still extremely useful and the video is still really good for people wanting to learn about them. It was just something I had noticed when analysing the photo.
      Id have to look at the ref again of your screenshots, but if there is a third, then they could've made one 2k, with 3 or 4 1k square variations.
      Tons of ways of going about this, but it's fun deciphering what other artists have done.

    • @justin9649
      @justin9649 2 роки тому

      I love trim sheets. And the upside to your method is that it's typically going to be more optimized.

  • @kattywhite4765
    @kattywhite4765 6 місяців тому

    how did you add the normal map to it after editing the geometry?

  • @wirrexx
    @wirrexx Рік тому

    Hey, firstly a big fat thank you for these free videos. May I ask how you would tackle doing stairs in an open world game that can be reused and scaled properly. I’m asking this mainly because I found that wayfinder was doing this and still having a nice bevel in the edges. However I truly think that they are flat but using edge decals to fake it. How would you tackle making stairs?

  • @alguien896
    @alguien896 2 місяці тому

    how you conect with one click youres vertex in maya?

  • @faryanblender8946
    @faryanblender8946 9 місяців тому

    It seems like I found a goldmine, I tried to make game-ready assets by using UDIM's till I realized that it will come with alot of performance issues, I was really down yesterday till I find this tutorial + course. I hope it will help, I still cannot wrap my head around UV's

  • @alinazablotska
    @alinazablotska 3 місяці тому

    thank you!

  • @PoppipStudio
    @PoppipStudio 2 роки тому

    Unless you're going to be zooming close to the ground you can use a 1k texture instead of 2k and make this even lighter. Considering onscreen texel density you shouldn't be able to notice any difference unless you're playing on a big 4K screen.

    • @PoppipStudio
      @PoppipStudio 2 роки тому

      many thanks for the video though, very informative !

  • @FarhanAhmad-yb4zl
    @FarhanAhmad-yb4zl 2 місяці тому

    i seriously want to use substance designer but I don't know looks so advanced so I used substance alchemist

  • @joshuaatkinson8873
    @joshuaatkinson8873 3 роки тому

    Thanks Dylan

  • @RampskiiGaming
    @RampskiiGaming Рік тому

    Whats the name of the integrated uv tool/plugin you're using?

  • @LittleBlue42
    @LittleBlue42 9 місяців тому

    Nice tutorial! Though I can't justify $215 per month for Maya over Blender which is free

  • @kristianrabakov8579
    @kristianrabakov8579 Рік тому

    In UE5 with nanite, instead of using a flat plane, isn't it possible to make the entire floor out of real geometry, tiles that can stand out and have depth and thickness? And still use the same trim sheet?

    • @tiedie
      @tiedie  Рік тому

      yea, if you mapped a much of tiles to a texture you could hand place them around and use that. It might be very tedious though, I still think it might be best to map like this and add several tiles popping out or use height maps for extra depth. Lots of ways to go about it depending on the scene

  • @GetLearnt
    @GetLearnt 3 роки тому +1

    First! (despite what anyone else says)

    • @tiedie
      @tiedie  3 роки тому +1

      always coming in at record speeds

    • @charliemew2
      @charliemew2 3 роки тому

      ​@@tiedie Dang im late

  • @lunaedward6574
    @lunaedward6574 2 роки тому

    I love you!!

  • @ErwinSaavedra
    @ErwinSaavedra 3 роки тому

    hi tiedie, thanks for the video!! question: i'm trying to use the coupon but it says it doesn't exist. it is "thanks dylan!" right? thanks!

    • @tiedie
      @tiedie  3 роки тому

      ah sorry to hear that :/ maybe try no spaces? I never tried it on my end so idk 100%. It might be best to reach out to them on twitter or their email to find out. Sorry about that

    • @ErwinSaavedra
      @ErwinSaavedra 3 роки тому

      @@tiedie all solved from rizom side, no worries :) thanks!!!

  • @ashraf_dz4769
    @ashraf_dz4769 3 роки тому +1

    Nice to see your Beautiful face and your doing a great and kind for game art big thanks

    • @tiedie
      @tiedie  3 роки тому +1

      thanks xD glad the webcam idea went over well

  • @jeronimocollares320
    @jeronimocollares320 Рік тому

    Great tutorial, but...eh...the plugins XD But ok. :) thanks.

  • @nfrancisj2122
    @nfrancisj2122 Рік тому

    ⭐⭐⭐⭐⭐

  • @blayde98
    @blayde98 3 роки тому

    So why aren't ngons a problem here? Professors have essentially always told me that ngons are a sin and you need to avoid them at all costs.

    • @tiedie
      @tiedie  3 роки тому +2

      In general, Ngons are bad because when you bring them into an engine they auto triangulate. This can be bad because its not controlled and can lead to some crazy shapes, shading, and normal issues. We use ngons all the time in the industry as long as we know they're safe, and thats typically along flat surfaces like these. even if this is triangulated, it will still be a flat plane. Because of so, im not worried about leaving this as an ngon when I bring it into unreal :)

    • @blayde98
      @blayde98 3 роки тому

      @@tiedie oh wow, that makes a lot of sense. This will be good to know in the future, thanks a lot for the quick reply.

    • @hectorescobar9450
      @hectorescobar9450 2 роки тому

      @@blayde98 make sure to alway ask why