@@KugleeKuglee Yeah the best term word I had available for ages was Texture Atlas, but it's broad and can include collating single-object textures in one image to save on materials+draw calls. Trim Sheet is useful for describing a texture-first -uv-second, an inversion of the uv->texture process often used on detailed/hand painted characters/weapons
From that explanation it sounds more like an atlas texture rather than trim sheet texture? Like in that texture that you showed, only the brick wall and that ornament stripe can be seamlessly tiled in one direction. Or am I wrong?
Just last week, I was working on a game similar to Demolition Derby and was creating textures like this, but didn't know these were called "Trim Sheets", for mobile games we're always using modular assets and sometimes these Trim Sheets are a part of a bigger Atlas.
I’ve been using Blender for years, and I’ve never heard of trim sheets until today. After seeing this tutorial, I feel inspired, and I’m going to have to give this a try now. Thank you so much for sharing this video!
you dont necessarly need a trim sheet for all of your 3d work. trim sheet is specifically for 3d assets in game which could really help the game optimization
Can you just make a trim sheet with photoshop or Gimp? Just import your textures, scale them down and move them around and you’re done?? Every tutorial has you making them with geometry. 🧐
I think you mean for a unique asset the model's geometry & UV map determine the texture, whereas with trim sheets, one starts with the texture and moves the UV's of a model and designs the geo to fit that texture.
i've seen some pro artist create their own material on substance designer (concrete or bricks) for their envi and not using any trim sheets , what's the difference between create 1 whole material and trim sheets? what's the pros and cons between 2 of them?
Own created are usually better looking than image textures, but they are harder to make and usually end up costing more processing power. Quite frankly if you are doing 3d for games then image textures will do you fine.
Hello! The link to the Trim Sheets for Game Artists page is not accessible. Could you please advise where I can find educational materials on creating trim sheets?
Opencv, PyQt5, CMake, I had the same tabs open the last past days, when I tried to instal a motion magnification software. I hope you were more succesful than me!!
I tend to distinguish them in two ways. With texture atlases, I tend to see them assets that may or may not tile-for example, assets that aren’t necessarily designed to tile, but are brought together after authoring to optimize. You can atlas a bunch of characters or hero props on a single texture atlas, for example. You also may or may not plan to atlas these textures from the start, whereas with trim sheets, many of the textures are designed with tiling in mind and are pre-planned to be on the same sheet. They don’t need to be distinguished this way, but I tend to organize them into those two groups, with those thoughts in mind. But the rules are flexible.
@@fnmarketThen why the need to call them a trim sheet at all and just call them a “texture atlas” like everyone else? I don’t understand why it needs to be over complicated?
I am currently seeking the answer to this. if I have a brick wall I need to tile on the trim sheet, how do I tile it? I have to force all my geometry to align perfectly with corners to avoid seams?
@@IveNeverStoodUpmanually split faces, use single direction tiling OR give up and use a tileable atlas or texture array which can always tile and mipmap. (At the cost of learning a bit of shader code and some overhead.)
soo question. The difference between an Atlas and a trim sheet is that trim sheets reuse textures for similar assets? And Atlas's compiles different textures for different props in order to save space? Sorry
`we can use several different types of these textures to make what are called.. materials` *isnt it the other way around? materials are the ingredient's needed to bake a texture*
So do you still have separate materials that all reference the same trim sheet as their texture, or is it all one material too? Like are the windows and bricks using the same shader?
helpp, can i use 2 trim sheets for 1 asset? I need some gold decoration on a marble asset and i have a separate gold and marble sheet. It's for a game, if anyone can answer thank you. (the marble and gold sheet have details on their own as well as will be re use for multiple assets)
I read something about trim sheets over hours. And don't understand it, because English is not my first language. But you explain it in 5 minutes for noobs like me... Fantastic! May I ask you something? If I use a trim sheet for a wall for example, and every wall has another uv to get a little randomness, gives this some negative effects to loading time or something?
Hmm, can i create the trim sheets using normals in blender, then texturing in substance painter, and importing it back to blender? I dont feel comfortable with substance designer haha
Your like the 4th video to do this topic starting with Substance is everyone following a trend? Also i find placing similar materials on the same sheet more effective so say i may have 7 types of wood, all my windows on another so i can just drag say window material and pick the window look I want or change floor types by just moving over the UV. So you end up with maybe 10 material sheets but can mix them for multiple objects and even shift hue for more variation rather than having say 1 sheet containing all the materials for 1 buulding.
I tend to distinguish them in two ways. With texture atlases, I tend to see them assets that may or may not tile-for example, assets that aren’t necessarily designed to tile, but are brought together after authoring to optimize. You can atlas a bunch of characters or hero props on a single texture atlas, for example. You also may or may not plan to atlas these textures from the start, whereas with trim sheets, many of the textures are designed with tiling in mind and are pre-planned to be on the same sheet. They don’t need to be distinguished this way, but I tend to organize them into those two groups, with those thoughts in mind. But the rules are flexible.
This trim sheet workflow reminds me of the approach used by Ian Hubert for super quickly creating 3D models based off of photos: ua-cam.com/video/v_ikG-u_6r0/v-deo.html&ab_channel=IanHubert Really smart and I don't know why I haven't incorporated this into my workflow yet (possibly bc C4D kinda sucks with showing textures in the UV editor) but definitely going to!
If you use an entire photograph for your building, you can not reuse some texture you actually can share between multiple parts of your model. For example, you really don't need a big texture of entire wall for your building. Because of the repetitive nature of "wall texture" you can share it with a lots of wall in your building. So all the things you need is the texture packed with all of materials you want to use in your model. It reduces the number of draw calls in real time rendering (because the number of draw calls depend on the number of materials, usually. So if you pack your material as one texture in one material, the number of draw call become one!!) and you can improve the quality of texture because you can use a lot more texel by sharing them. If you don't care about real time use there's no benefit for most of the cases but it's useful to reduce required memory in offline rendering situations, too.
Fuuuuu. I wish I started with THIS tutorial a year ago when decided to learn Blender. I've been pulling my hair out why I'm dropping unique materials on everything and things become suuuuuuper slow.
This is a little outdated, the V - Stitch is not working anymore, doesnt even exist anymore in blender. It needs to be updated. 50$ for this is now something you will 100% find on youtube for free. The only thing worth seeing here is the trim creation in SD. Thanks anyways. I will reconsider buying such expensive courses next time.
i didn't know this is a philosophical existential video, jeez dude, you keep twisting words. You could've made a trim sheet, rather than get philosophical about it. fk
Thinking of trim sheets as a "shopping list" of things I need was so helpful. Thank you.
I understand... But I still don't understand..
This comment perfectly summarizes my experience with 3d art
it's funny how i have been using this method for years yet never knew them as trim sheets
i know I am kinda off topic but does anybody know of a good website to stream new series online?
It's called Atlas texture metod. Very old stuff.
Can you please tell what size of the plane we should use to make trim sheet
@@KugleeKuglee Yeah the best term word I had available for ages was Texture Atlas, but it's broad and can include collating single-object textures in one image to save on materials+draw calls. Trim Sheet is useful for describing a texture-first -uv-second, an inversion of the uv->texture process often used on detailed/hand painted characters/weapons
Same coming from a Minecraft background
came here for trim sheets, but now im also interested in that 3d godot environment 👀
From that explanation it sounds more like an atlas texture rather than trim sheet texture? Like in that texture that you showed, only the brick wall and that ornament stripe can be seamlessly tiled in one direction. Or am I wrong?
Just last week, I was working on a game similar to Demolition Derby and was creating textures like this, but didn't know these were called "Trim Sheets", for mobile games we're always using modular assets and sometimes these Trim Sheets are a part of a bigger Atlas.
I’ve been using Blender for years, and I’ve never heard of trim sheets until today. After seeing this tutorial, I feel inspired, and I’m going to have to give this a try now. Thank you so much for sharing this video!
you dont necessarly need a trim sheet for all of your 3d work. trim sheet is specifically for 3d assets in game which could really help the game optimization
doesnt the brick seamless repeating pattern need to be a full square to work?
I didn't heard of trim sheets before.
Thanks for sharing it.!!!!
You're welcome :) Glad to hear you learned something new!
me too
Can you just make a trim sheet with photoshop or Gimp? Just import your textures, scale them down and move them around and you’re done?? Every tutorial has you making them with geometry. 🧐
ah just what i needed to begin to understand the trimsheet workflow. Thankyou
I feel like a dork. I've been doing trimsheets all my life without knowing the name of that process.
So basically : for a unique asset the texturing is done according to the uv mapping and with trim sheets is the opposite?
I think you mean for a unique asset the model's geometry & UV map determine the texture, whereas with trim sheets, one starts with the texture and moves the UV's of a model and designs the geo to fit that texture.
Thank you so much for this tutorial it really help me while working on a commercial projects.
i've seen some pro artist create their own material on substance designer (concrete or bricks) for their envi and not using any trim sheets , what's the difference between create 1 whole material and trim sheets? what's the pros and cons between 2 of them?
Own created are usually better looking than image textures, but they are harder to make and usually end up costing more processing power.
Quite frankly if you are doing 3d for games then image textures will do you fine.
Hello! The link to the Trim Sheets for Game Artists page is not accessible. Could you please advise where I can find educational materials on creating trim sheets?
Opencv, PyQt5, CMake, I had the same tabs open the last past days, when I tried to instal a motion magnification software. I hope you were more succesful than me!!
I suddenly remembered GTA3 used too much trim sheets while discovering the game data when I was a kid
definitely not too much, I'd say enough. I doubt the game would even run on that old hardware if you just used straight geo
I didn't get what exactly trim sheet is! Is that like texture atlas?
Yes! A texture atlas is the perfect way to describe a trim sheet
I tend to distinguish them in two ways.
With texture atlases, I tend to see them assets that may or may not tile-for example, assets that aren’t necessarily designed to tile, but are brought together after authoring to optimize. You can atlas a bunch of characters or hero props on a single texture atlas, for example.
You also may or may not plan to atlas these textures from the start, whereas with trim sheets, many of the textures are designed with tiling in mind and are pre-planned to be on the same sheet.
They don’t need to be distinguished this way, but I tend to organize them into those two groups, with those thoughts in mind. But the rules are flexible.
@@fnmarketThen why the need to call them a trim sheet at all and just call them a “texture atlas” like everyone else? I don’t understand why it needs to be over complicated?
That's exactly what I needed, thanks! Good explanation.
How does tiling work? Can you tile? Will this require you to make multiple smaller objects because you may not be able to tile?
I am currently seeking the answer to this. if I have a brick wall I need to tile on the trim sheet, how do I tile it? I have to force all my geometry to align perfectly with corners to avoid seams?
@@IveNeverStoodUpmanually split faces, use single direction tiling OR give up and use a tileable atlas or texture array which can always tile and mipmap. (At the cost of learning a bit of shader code and some overhead.)
soo question.
The difference between an Atlas and a trim sheet is that trim sheets reuse textures for similar assets?
And Atlas's compiles different textures for different props in order to save space?
Sorry
`we can use several different types of these textures to make what are called.. materials`
*isnt it the other way around? materials are the ingredient's needed to bake a texture*
So basicly a handmade texture atlas I been making and using instinctively never knowing it's name
Hi ! Where can i found this course the link is down ? Thanks
What is the name of input overlay recording software? Thanks
Been learning 3D for few years.. Never heard of em' Good to know :)
This is super helpful! Thank you!
Glad it was helpful! :)
0:13 Searching this term online brought me to this video. Ironic.
Great! thank you for sharing this!
You're welcome :)
If i am not wrong it is also called as atlas mapping.
I think you are correct!
Thanks! A very clear answer!
and how do apply that "list of sources" to multiple and different models or purpposes?
You can apply them according to UV coordinates of models
So do you still have separate materials that all reference the same trim sheet as their texture, or is it all one material too? Like are the windows and bricks using the same shader?
Different materials reference the same texture so that you can still get the variation you need between windows, bricks and metal etc. :)
helpp, can i use 2 trim sheets for 1 asset? I need some gold decoration on a marble asset and i have a separate gold and marble sheet. It's for a game, if anyone can answer thank you. (the marble and gold sheet have details on their own as well as will be re use for multiple assets)
Get Learnt!
Exactly! Chunk is one of the best teachers we've ever worked with
Woooh, this is some cross-over episode! :D
So is a trim sheet the same as a texture atlas?
I read something about trim sheets over hours. And don't understand it, because English is not my first language. But you explain it in 5 minutes for noobs like me... Fantastic!
May I ask you something? If I use a trim sheet for a wall for example, and every wall has another uv to get a little randomness, gives this some negative effects to loading time or something?
trim sheets actually so helpful thankyou for sharing
Hmm, can i create the trim sheets using normals in blender, then texturing in substance painter, and importing it back to blender? I dont feel comfortable with substance designer haha
Your like the 4th video to do this topic starting with Substance is everyone following a trend? Also i find placing similar materials on the same sheet more effective so say i may have 7 types of wood, all my windows on another so i can just drag say window material and pick the window look I want or change floor types by just moving over the UV. So you end up with maybe 10 material sheets but can mix them for multiple objects and even shift hue for more variation rather than having say 1 sheet containing all the materials for 1 buulding.
Video starts at 1:35
so what is the difference with texture atlas?
I tend to distinguish them in two ways.
With texture atlases, I tend to see them assets that may or may not tile-for example, assets that aren’t necessarily designed to tile, but are brought together after authoring to optimize. You can atlas a bunch of characters or hero props on a single texture atlas, for example.
You also may or may not plan to atlas these textures from the start, whereas with trim sheets, many of the textures are designed with tiling in mind and are pre-planned to be on the same sheet.
They don’t need to be distinguished this way, but I tend to organize them into those two groups, with those thoughts in mind. But the rules are flexible.
Please make a video on making trimsheet like this from scratch
buen video!!graciass!!
Great, but how do you use them?
That's what the full course is there to teach you :)
@@fnmarket - What course?
links are broken
yoooooooooo this video is zoooo siiiicxk nro
!
super helpful
Oohhh. I was always wondering what trimsheets are for. U sure u guys aren't mindreaders 🤔
Waat? So "Trim Sheets" are simply 2D-Tilesets for textures used on 3D models?
Exactly :)
Excellent Tutorial.
Glad you think so!
This trim sheet workflow reminds me of the approach used by Ian Hubert for super quickly creating 3D models based off of photos:
ua-cam.com/video/v_ikG-u_6r0/v-deo.html&ab_channel=IanHubert
Really smart and I don't know why I haven't incorporated this into my workflow yet (possibly bc C4D kinda sucks with showing textures in the UV editor) but definitely going to!
If you use an entire photograph for your building, you can not reuse some texture you actually can share between multiple parts of your model. For example, you really don't need a big texture of entire wall for your building. Because of the repetitive nature of "wall texture" you can share it with a lots of wall in your building. So all the things you need is the texture packed with all of materials you want to use in your model. It reduces the number of draw calls in real time rendering (because the number of draw calls depend on the number of materials, usually. So if you pack your material as one texture in one material, the number of draw call become one!!) and you can improve the quality of texture because you can use a lot more texel by sharing them. If you don't care about real time use there's no benefit for most of the cases but it's useful to reduce required memory in offline rendering situations, too.
Jesus christ my head just went boom!
haha amazing! Glad to hear you learned something new!
@@fnmarket I have to admit I am really hoping this course will go on sale soon
Just did! We're currently having a 48 hour Autumn Flash Sale :)
Fuuuuu. I wish I started with THIS tutorial a year ago when decided to learn Blender. I've been pulling my hair out why I'm dropping unique materials on everything and things become suuuuuuper slow.
So it's like an atlas but of textures and not just colors.
Texture atlas but with a normal map
so that's what i've been making all these years... :P
it's called a tilemap
well, well, welllll, well welll welll well
Gta 5 uses trim sheets alot. And reuses them. Alot!
This is a little outdated, the V - Stitch is not working anymore, doesnt even exist anymore in blender. It needs to be updated. 50$ for this is now something you will 100% find on youtube for free.
The only thing worth seeing here is the trim creation in SD. Thanks anyways. I will reconsider buying such expensive courses next time.
i didn't know this is a philosophical existential video, jeez dude, you keep twisting words. You could've made a trim sheet, rather than get philosophical about it. fk
No, why would you do that if you have triplanar? You could just repeat the texture and scale it, come on
Texture atlas stuff, right? Though I ain't right here I guess