TRIM TEXTURE TUTORIAL - ENVIRONMENT ART 101

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what's up everybody welcome back to polygon Academy my name is Tim and today we're gonna be taking a quick look at how I use the single trim sheet and material to create this entire environment kit inside of unreal and then using that exact same trim sheet just by making a quick material variation inside of substance painter I was able to quickly and efficiently produce these metallic vases this entire set of art from start to finish including sculpting the trim texture in ZBrush was done in under 8 hours so basically your typical work day so this is a really quick and efficient way of building environment assets and along with say tiling textures vertex blending I would say trim sheets are probably in the top 3 of an environment artists or prop artists tool kit that they would probably use to create most of their work on a daily basis one thing I consistently see lacking from a lot of students or junior artists portfolios is them demonstrating they know how to use trim sheets and tiling materials or textures to efficiently create their environments a lot of time in art school students tend to uniquely unwrap every single asset they're making and like I just said that can be quite an efficient and in an actual game production environment you're going to be expected to know these techniques to produce your modular kits or your structured pieces for an environment and a lot of the time especially with large like structural meshes or massive objects you can't really get the texture resolution you need with a unique unwrap without really breaking the model apart and using multiple like 1 or 2 K Maps and that just blows your memory budget right away so on a lot a lot of times on large meshes using tiling textures and trim sheets is going to be the way to go in order to remain technically efficient and really demonstrate you know what you're doing and hopefully that will help you get a job by showing that you know these essential techniques for environment and prop reduction so in this quick tutorial I'm going to show you some of the pros and cons of using trim textures there's definitely a big upside but there is also some drawbacks we're also going to be going over some quick UV technique so it'll allow you to get the most out of your trim textures or materials and that will hopefully save you a lot of time when it comes to unwrapping and efficiently using these Tufts type of textures when creating your assets finally at the end I'm gonna show you some awesome examples of assets that were created using trim sheets from either screenshots from games that I've played or you know examples on art station that really blew my mind and there's some examples that I will show you that are completely made using trim sheets that you'll never ever be able to guess I thought they were completely unique unwraps and it is just a mind-blowing example of what you can really accomplish with these techniques before we hop probably Peter make sure you're subscribed because I'm going to be creating some tutorials covering those other two essential skills that I just mentioned tiling textures and vertex blending these are absolutely essential if you want to get to an industry ready skill set that makes you a really a lot more employable if you're just coming out of school or you're looking for your first game art job position I'm also planning on creating a super in-depth environment art production course this course is going to cover everything going from the initial gray box level designer layout that you would be handed at working at a game studio all the way to the final polished triple a quality end product the plan is to take this way more in depth than my art station challenge series there's gonna be a strong focus on using trim sheets tiling textures vertex blending things like decals and stuff like that to really give you the entire skill set that I use on a daily basis at a game studio alright so let's take a quick look at what I managed to create with this one simple trim texture and if you're saying to yourself what's the trim texture don't worry I'm gonna explain everything it's really really simple and easy to understand once you get the hang of it and I think a lot of you will hopefully be able to use these skills to take your work to the next level so here we are in unreal I've just brought all my assets into the example Paragon scene that they used to develop my lighting presets and if you actually haven't downloaded those yet or you want to try them out they're totally free I'll put a link to them into in the description below you can just go to my Gumroad and grab them and then use them to light your scenes or you know create an example scene and quickly drop assets into it and test them out but basically I so I've created this little like I don't know like Greek style a little Pantheon or ruins or whatever you would want to call it if I fly around it you can see you know there's a bunch of like detailed ornate kind of carvings on things and I've made this little roof piece here and it's it's all just using the exact one texture and then I took that texture and quickly modified it and used it to actually make these these vases so they have these kind of concrete cracks on them just because I simply switch the material in substance painter but it's a quick and dirty hack it kind of it kind of works and if I was on like a deadline for a project and I had to create a quick set of crops this would definitely be one way to go about doing it is to repurpose things you've already created to get things done on time and if you think about it like in a game most people aren't gonna see these things like up super close and they they still do pretty pretty much hold up even up really close but for the most part you know a character would be running around the camera would be moving like this and no one would even notice that it's the same kind of stuff just reused so if I fly around a little bit more you can see everything it really has a cohesive feel because it's using all the same patterns and designs and it's it gives it like the feeling that everything was built at the same time and it's a cohesive like architectural set and it's it's a great way if you're creating a large modular kit to make your you know your city or your building fuel as like one kind of cohesive space just by using a couple trim sheets or tiling textures that all kind of match the same vibe so I'm using the same design patterns across all these pieces because it helps with using like a shape language like that that it makes it feel like you know the same builder in this in this ancient city went and created all this you know all the designs are conclusive and it creates this kind of like art style that where it's you know do everything in the world feels like it belongs together so let's take a look at the actual trim texture itself if I hop over here to substance painter this is all it is basically this is a trim sheet or a trim texture you've probably heard the term before you probably use them yourself in the past if you've been doing 3d environments or you know assets and stuff like that but basically a trim texture is a texture that tiles horizontally or sometimes vertically some people like to make their trends vertical I like to really use my make mine horizontal for the most part but basically if I was to take geometry and map it to this and extend the UVs out it would just basically repeat because this side here matches up with this side here all the way across the texture so I created this in in ZBrush by basically just taking a plane and Max and started slicing it up into various different strip widths the more different widths you have on your texture the more versatile it tends to be and I actually created the texture first before I created any of this geometry so just by kind of you know based on my experience of the different widths that tend to work on geometry I just sliced this up I knew I would want like a large you know stone block tiles kind of some more ornate trims maybe some you know individual square tiles and then I could break this and to use these two textures here as out like a lip or you know this band right here of metal or the the band of metal with the two stone pieces sticking out of it so there's a whole bunch of ways to use this texture or even just these thin stone strips I can map to an edge it but something that's like kind of thinner to give it this illusion of bevel detail and that's actually a really easy way to make things look high a lot more high poly than they are is to add that little beveled lip to your trim textures if I open up the texture itself in Photoshop and bring that over here you can see each of these trims it has this bit of a bevel to it and I basically I took my entire sculpt and render to texture it to a plane rather than actual you know 3d geometry that matched the the overall 3d shapes I'd created in ZBrush simply because if you render it to a flat plane you're not having to deal with any additional smoothing groups or anything like that that are you create weird gradients across your texture by compensating for the low poly geometries normal that's a whole other topic itself it's gonna take pretty complex and complicated but basically I always bake my Talon textures to a flat plane because I want them to work on any surface like you know a curved rounded service a angled surface something that's you know twisted or something like that and but because it doesn't have crazy gradients going across all of these different faces it makes it a lot more reusable and at the same time having these little lips on all of these trims makes it so when I map it to the geometry if I go to right here such as like this edge you can see when the light hits it it makes it look like almost like this entire edge is actually sculpted but the geometry itself is super basic as you'll see in a moment but by lining up that basically that edge of that that polygon and those UVs to that very top of that bevel and then using another one that has another bevel on on this little strip here so you can see this basically this strip here is on this texture or let me go to substance major is this bottom strip here and we'll actually go through and quickly point out so you can see yeah this metal strip is just this strip here and then I used these ones with the separation down the center to give it a bit of break up to make like it make it look like it's you know kind of constructed out of multiple pieces of stone blocks and stuff like that and then these bricks on these columns are literally just this and I'll show you how I broke up the geometry and the UVs to make it look like you would probably usually use just a tiling brick texture but I wanted to create all of this with just one material because I just wanted to save a lot of time and give you guys a real really focused tutorial on just trim sheets so you can see by chopping up geometry and your new v's you can actually get a lot of reuse out of it this round is shaped you see a lot of these kind of shapes especially in like to say like God of War they they have a lot of these round disks for some of their arenas and these really cool floor patterns and if I was to say take this entire mesh and uniquely unwrap it even at like a 1024 or a 2k resolution it's gonna look really blurry because this is a massive surface and will kind of touch on Texel taxol density or textile resolution but basically a lot of games say a third person game will go for about 512 pixels of texture density per meter so if this thing is like say you know like 10 meters mapping that to a 2k texture just isn't gonna look good it's gonna be super blurry but by it by tiling a texture across it and wrapping all these different trims around it you can keep your texture density really sharp like this is just a 2k map that I'm using and like you can get up super close to it and yeah you can start to see the seams if you get really close but no game camera is ever getting that close to something and you can see by by making sure I have all these horizontal lines in my trim texture I'm really easily able to give the illusion of all these natural cracks and seams between all these different types of trims and it just it makes things really like look like they're carved into the stone and it's just using the edges of my geometry and the just the the horizontal and vertical lines inside there inside of my texture so this ring around here is literally actually just created it looks like it's carved into the stone this is just right now this is those square tiles and then for this flat surface here I needed some kind of filler stuff so I just mapped that that face to right here on one of these blocks without making sure that the UVs didn't you know touch these edges to show that there's a weird line or something like that so if I hop over to max will actually take a look at the the geometry itself and hopefully you'll get a better understanding of how I'm just wrapping and deforming this texture all around these objects so here we are in max basically I always take a plane and just kind of assign my my material to it so I can kind of just constantly see how it looks and you know think about slicing it up and and I can slice up the plane detached faces weld them together to create you know cubic shapes stuff like that but for this mesh I literally just started with a cylinder I started just modeling some interesting shapes I thought would be kind of cool if I turn on the wireframe here I'll isolate the mesh so I like I said I created the texture first just based on dimensions that I know are useful sort of just really playing around with it getting creative and I knew that I would be able to adapt the texture to basically any geometry that I create by adding just extra edge loops or deforming the geometry slightly so yeah you can see that basically I have these this here all these faces here our map to those two blocks and if I actually open up an unwrap window the thing with trim textures is you're gonna really have to layout your geometry based on edge loops and you're gonna your lot of you UVs are going to be straightened into strips and that way even though the jump she is rounded and twisted because the UVs are laid out into a flat strip it's basically taking that texture and twisting it around onto the geometry at first if you've never done this before it's a little bit of this mental disconnect because a lot of people tend to think they need to uniquely unwrap their stuff or they think oh it's round so that those you v's need to be around but you can using your your edge loops you can slice them and then just flatten out all your you've ease and you know straighten things out so if I show in here make sure it's filling my texture you can see that this this strip here is basically the center ring here and if I I start to move my UVs around you can see I can actually just quickly get even new designs if I wanted you know something like that just by sliding my my my UVs around I can actually come up with cool ideas on the fly but in this case I knew I wanted it map to those larger shapes to just kind of not have high-frequency detail everywhere and have these like kind of like blocks that are kind of carved up in constructing this object so yeah if I go back to the UVs another thing a lot of students are beginners don't realize is your UVs can definitely extend outside of the zero to one box here so basically this this space is often referred to as zero to one UV space and that's if you're uniquely unwrapping an object all your UVs would go into this box but if you're using tiling textures you can totally just start scaling them up so you know it starts to tile and basically because the edges of the the texture match up it kind of loops around and is creates this seamless seamless texture that flows over your object and I also want to mention that this this technique is completely program agnostic so it doesn't matter if you're using Mac's Maya blender modo whatever this is a very common technique and all you have to really think about is all you have to know is how to use the UV tools in your chosen program so it really doesn't matter what software are you using this is a super common technique and you know I've used it in Maya I just didn't max I've used it in you know proprietary game engines I visited unreal it's just you know a really common technique that people use to create their environment assets especially like I said large structural meshes that you can get that Texel density to maintain be maintained by by tiling the same texture across a mesh instead of trying to force everything into you know a 1 or 2 K map or or thinking that you can just add 4k maps to everything because a lot of the time on console you're not even allowed to use 4k maps because the memory budget is just not feasible to do that so fine I'll just add an unwrap modifier to the entire mesh and if I drag it over here you can see this is what the UVs for this object look like they're all just basically strips laid out over across various parts of detail wherever I would want it so these faces here coincide with if I go into element select this this piece here if I wanted to change it to that I can just you know move it up scale down the UVs till the the edges match up and that would be you know a quick change that I can do if I want you to change or play around the designs of where which trims go where one of the kind of downsides of this technique is it tends to make your Texel density a little inconsistent across your mesh like a lot of people when you uniquely unwrap an object you make sure that every UV shell it has the same density of texture as the others around it but by because you when you're using trim sheets you tend to need to like kind of like scale scale things around to line up the edges or you know scale it up scale it down like if I go into my unreal scene you'll see that I've really scaled the UVs on this to get this design on the roof to be a lot larger and it still holds up it's like the roof of an object you'll probably never really see it but compared to where that texture is it's a lot sharper down here because it's the UVs or you know scaled up a lot more so a lot more that texture is projected onto a smaller area so your texture density does get a little bit inconsistent but even at this resolution there's nothing that really stands out as too crazy like if you if you start to go to drastic you will notice like so say I took this one block and mapped the entire block to this column yeah I would start to get it really pixel II and it would just look bad and just as you get more experience using this technique you can kind of gauge what what you can get away with and a lot of people you know during production like to say oh we have this rule of you know 512 pixels per meter or 1024 pixels per meter if you're doing like a first-person shooter or something but that gets broken all the time you know if you have to quickly optimize an environment where you have to start cutting unique textures and start quickly you know mapping tiling and trim textures to things you're gonna have that a little bit of wiggle room to get things done on time and you know it's it's totally fine to do and drink a game production we do it all the time as long as nothing glaringly stands out you can usually get away with it so I find I have a lot of fun just creating different trim sheets and then getting really creative with my geometry if suddenly there's too much of a blank space oh there's an opportunity to you know maybe slice up those faces add in a couple edge loops and add in a piece of ornate trim like I did right here and it just it just is a really creative way of working and it allows you to create things really efficiently especially if you're if you can get your UV techniques up to par where you're like really able to unwrap things quickly and just strip map things you can UV map this whole thing in about you know five ten minutes right basically for this you can see along the base for this this kind of beveled column piece here it's it's literally these squares I've just taken it and mapped them I think it's right it would be this piece here and just mapped it all the way along so if you I move to UV as you can see it's this one big chunk of consistent like UV Island and I can just let things kind of the shapes the vertical lines flow across it and it gives it that you know it looks like it's constructed out of a bunch of blocks even though it's a more complex shape I just strip map the entire UV island and put it anywhere I want on the texture and it works nicely so you could even you know take it and just move it down get some of that ornate detail there if I wanted larger blocks and cracks I could put it there and then if I was careful and just lined it up with the bottom of those blocks the the bottom of that pillar would have a nice kind of beveled edge to it - if I go into how I use these big bricks to kind of create almost a tiling texture it's simply just by there we go adding some subdivisions to my mesh and that's this would be another kind of a bit of a sometimes considered that drawback is sometimes you have to actually add a lot more edge loops and subdivisions to your mesh just to kind of control where you want the texture to go so for the cylinder for this column normally you would probably want to use like just a tiling texture of bricks or something like that but in this case I wanted to really constrain myself to using the one the one texture sheet and I wanted the appearance of you know these large blocks that this column would be constructed out of but I only have two of them on my texture sheet so it's these two at the bottom here that I've kind of used and the way that I went about doing that is if I I done selected what I'll quickly show you exactly how I you beat it so I basically knew I wanted about you know four or five stacks of these bricks so I took this the cylinder divided it a couple times and then in my unwrap I just did a quick cylindrical unwrap let's get a little tight in here just multiple windows but we'll get will gate get it done all right so yeah I just used a you know quick cylindrical projection just to get it you know a seam down one of the edges and then all of it wrapped around the entire texture and then I just simply you know break those UVs move them down break those break those break those and then just stack them all on top of each other grab them and basically I wanted to because I wanted the the two bricks to have that natural seam at the end I wanted to make sure that the ends of the UV Islands ended at the ends of the bricks so I just you know would scale them up make sure all the the UV points are aligned here and then I wanted to offset them so there wasn't just you know a seam down the center of the thing so basically what I would do is I would just grab all of these faces here and then this one to make sure they're all selected and then I literally just you know shift the texture over till it's offset by half and now it's a pretty seamless like tiling brick look to the to the column so just a quick little hack using breaking up the UVs and the mesh itself and then just mapping the basically forcing the texture to go where I want it to go and really disconnecting my mind from oh this is a whole you know singular piece that needs to be one single UV island just starting to break up your mesh and divorce the the idea of 3d geometry and 2d maps having to really match one to one and start just thinking about almost like just stretching the map around your geometry it's it's kind of hard to explain but hopefully these little tricks have gotten you in the mindset of working with 2d maps beforehand and just customizing them or customizing your geometry to work with those Maps I used this kind of technique all the time and now that I'm showing this to you guys if you weren't already aware of it next time you're in a game I look at a lot of their like environmental structure meshes and you'll you'll start to see this all the time where there's the little little tiny seams in the corners that you can barely notice in games but that's because if I add an unwrap to this so you can see basically this whole curve is a UV strip and this whole curve is a match and give you strip I just flipped the UVs on top of each other and that's that the [Music] along the bottom here just straightened out that curve straightened out all the UVs and made sure all the edges are straight up and down vertical and that way I'm really just bending the texture to the to the geometry and for the end caps here in order to get it to kind of you know seamlessly loop around you just make sure that basically these inner edges and this inner edge are facing the same direction so you can see on the UVs here if I if I shift this around I could make it seamless or I could add this little I added this little vertical seam here to make it look like it's kind of like a you know two corners coming together and it's just a little hack that you can use but that's how you get those nice beveled edges around long stretches of geometry because you use these thin little strips the exact same stuff over and over and over and over so once you can kind of get the this way of working into your mind it becomes really quick and easy because I can just model out shapes add some subdivisions quickly add some detail and it looks really cohesive because it's all using the same stuff and it it's just a really quick and efficient way of building you know large modular kits with one or two textures rather than individually unwrapping everything like if I had unwrapped you know everything in to be unique unwraps on this on this kit that would be probably you know I don't know maybe a couple couple you know ten twenty fours for this maybe a ten twenty four for the bottom and then some texture for the center part and then maybe model and sculpt a quarter of this object and uniquely unwrap that and then you know uniquely unwrap this like half of this wall and duplicated around and same for the seat this top piece probably model a quarter of that sculpt it up and then you know have its own unique map so you can see your your texture maps and your texture memory you just start to skyrocket but by doing it like this it all works well together and my texture usage is literally one material and three texture Maps at 2k res so it's super low and easy on memory and it allows me to really quickly create these all these assets like I said I created all of these these assets in the scene in including the the texture itself in under eight hours so like basically a full workday at work just going and creating a trim texture and then quickly creating this basic geometry wrapping it around the trim texture getting in a game and you're done so if you have a fifty modular you know pieces to make this is a great way to go about doing it without wanting to blow your brains out and having to work a ton of overtime so if we hop back over into unreal here you can see these these bronze or gold vases that I created now that you've been looking at that trim texture for the course this tutorial you can probably spot it right away so you know the the Eckstrom there this is the the square tiles here and then I literally just took you know this this one is this one just with a quick vertical scale it's pretty hacky but it kind of works for some quick variation so if we hop over here into max these literally took me less than 10 minutes each to create because I already been working with that trim sheet at that point and I knew exactly how it would work where I would want to place my details all I did to make this is in substance painter I actually I took the same exact you know baked and just slapped a one of another one of Joyce's gold smart materials on it it's pretty happy if I was doing an actual metal set I probably wouldn't have all these cracks in it and stuff but I just wanted to give another quick example how you can reuse stuff a lot of the time especially if you don't put a ton of unique crazy details into your trims and you'd leave them a bit more generic and allow them to get you know 80% of the the detail on screen the large forms and then add unique props and stuff like that over the top of it so yeah these cracks the stuff they don't really work for bronze or gold but you know on a small object like this it still is you know it looks just like some kind of like ancient weathering or or something like that so it still looks okay but yeah if I if I go into the max file you can see exactly by now you can your eyes can pick out where the seams are right so there's an a seam over or these these two edge loops here are seen this is literally the same square tile square tiles this is one of those thin little trim pieces right here just mapped onto this geometry at the top is just this band right here this this loop here if I go into unreal it actually looks like it has like it like in like a little bit of a bevel to it even though the geometry is super razor sharp just because that strip of the trim texture has a bevel in itself and that is that's this strip right here sometimes on your trim seat is also really good to have a couple of generic just bands without a lot of detail on them because those strips will come in really handy you know in just a lot of like small edges and stuff like that so it's sometimes you know it's not really a waste to have these very simple bands of detail on you on your trim sheets yes I mean if you just tossed this little collection of pots that are randomly scaled around again this this taller one is just this one literally just scaled up this one right here and you know you could create a little prefab out of that and daffy them around your environments and your you got a nice level of detail going right away with about you know 10 20 minutes worth of work so super simple a little bit hacky but to be honest this happens in game development all the time because a lot of the time there's just isn't a whole lot of time to dedicate to creating little props and stuff like that especially if you're either a world builder or an environment artist this in charge of your entire scene I a lot of times I wouldn't have like you know 2 3 d 2 or 3 days dedicated to doing a unique sculpt for these props but I would need to add something to my scene so by getting creative with the textures I have creating different materials and just UV mapping details onto things instead of doing a unique high poly for everything I can actually get away with quite a lot and if you know if I made a couple really cool interesting actual metal trim textures I could probably create a little asset collection and put this up on the unreal marketplace with you know less than a day's worth of work so that's it's just a really efficient way of working - because anyone that's doing say like an open-world game this technique is essential because your memory budget is is so constrained because you're loading you know hundreds of odd for this open world and a lot of the times you can't have massive like you know 1024 2048 textures on everything so basically I would probably be able to use a little 512 tiling trim sheet and create you know 10 or 20 different treasure variations and that would totally hold up like this is on a monitor I can barely see half as detailed and I certainly wouldn't be able to tell that it's like oh there's a little texture seam there right so even at like a 512 resolution that would probably still hold up and on cold on consoles it would almost definitely be running at that resolution anyways so let's zoom out and take a look at this thing as a whole again it looks pretty unique for just being one one material like I said it's just creatively reusing where you can and just knowing where to put your detail having areas of high detail like these ornate trims where the areas of like lower detail with these concrete blocks and that's why I just bouncing your your textures into different sized trims it's just so important instead of having everything to be these intense strips of detail it'll make your work look really noisy so be sure to just AB you know some more chilled out areas on your trim sheets and that'll probably really help you on cover larger surfaces like I said like the the center of this disk being mapped to this kind of chilled out section of the the large block or you know the stairs not having a crazy amount of detail on them because I was able to use those larger blocks or these you know even the square tiles or kind of larger forms without all this crazy detail so find that balance and that's just developing your artistic eye over time because a lot of people when they do like say a sci-fi dream sheet they'll add you know panel lines and wires and stuff like crazy detail all over the sheet but then they're in tight they'll do them out when they've created a model especially for props and stuff like that and the entire thing is just too noisy and too busy so it could be good to have like a couple just you know painted metal panels maybe like one that's you know like a pipe or something like that was fasteners one that's like some hanging wires and then some more you know kind of buttons and switches and stuff like that and that way you can actually create all these like tech panels and props using just a trim sheet so for this tutorial I want to keep things really kind of like basic a lot of basic shapes in here just you know squares and bricks like that but I want to show you guys a couple of really badass examples that I've come across that can really show you the power of trim textures and just how complex you can get with them so if I hop over to art station here I this guy cliff cliff sonal sorry if I'm screwin your name up I'm terrible with names but he's he worked on God of War and here's some really badass examples of trim sheets so you can see it's all split up into the the various trims here just super nice ornate details that he could quickly add to you know assets and stuff like that to just really add some areas of high-frequency detail and just really cool shapes without having to uniquely unwrap everything in the environment and here's just another awesome one that so you know all these nice sculpted chunky details and then he is a great presentation here of just some of these examples of these these trims using that like framing technique that I showed you on that that wall where you you know map a trim around a square object or the corners of things and it is really cool like picture frame effect or you know some ornate wood paneling or something like that another example and the first time I saw this one I had no idea it was a hundred percent made from trims and that is some of the vehicles in destiny too so Ethan Shu again sorry it sorry if your names getting messed up this is a super incredible like it looks like a unique unwrap you know baked from a high poly mesh but if you look super carefully you can start to see some of where the trims where they're where they're used and reused like this line here these these round pieces all around here this all this geometry you know mapping these edges here to probably unique different little parts on the trim sheet wrapping trims around the gun and all these panels and stuff like that is just it looks super super awesome this is probably you know a horizontal trim wrapped around this geometry here and once you start to look for it you'll probably start to discover a lot more assets are made with trims than you would expect yeah here again you can see the these all these lines of these trims you know probably trim down the center of this panel I don't know exactly how he did it this is just kind of like reverse engineering it just by looking at it and maybe you know some trim work here it just looks really incredible and it looks like he had to get really creative with his UVs but I think he even says in this in this post here that he you know the the memory budget was super tight so they couldn't have unique unwrapped for everything so he had to get really creative alright guys so hopefully you can really see the value and benefit of using trim textures on your next scene it'll save you a lot of time and hopefully some memory overhead and it just gives you a different way of breaking down assets and thinking about creating things this is an absolutely essential skill set to master if you want to get a job in a studio as either an environment artist a prop artist or a vehicle artist there's just so many ways you can go about building assets using a very limited set of textures and it's really important that you demonstrate you know how to use that it can really give you a leg up on the competition if you want to download the example meshes and textures that I used in this creating this tutorial I'm gonna bundle them up and put them up on my gum row for about five bucks any and all proceeds we're going to getting a new current spec PC because my one that I'm using right now is really starting to chug after about eight years of use and abuse so rather than just putting like a donate link or something like that like a lot of people do I want to give you guys something of value so you guys can go download my free lighting presets or the these and any of your support is greatly appreciated and that way I can continue to create super high quality content for you guys if you learn something in this video smash that thumbs up button subscribe if you're not already and let me know in the comments below what you plan on creating with a trim sheet down now that you've hopefully seen how powerful this technique is as always thank you for watching see you in the next video [Music]
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Channel: Polygon Academy
Views: 93,914
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Keywords: 3d modeling, trim texture, 3d art tutorial, unreal engine 4 tutorial, video game art tutorial, trim sheet tutorial, trim sheets ue4, trim sheets 3ds max, trim texture tutorial, trim textures, uv mapping tutorial, modular kit, modular environment, ue4 tutorial, trim sheets, trim sheet, game environment tutorial, creating trim sheets
Id: IziIY674NAw
Channel Id: undefined
Length: 37min 14sec (2234 seconds)
Published: Fri Apr 12 2019
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