WTF are... Trim Sheets??

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what's up guys welcome to my first trim sheet tutorial uh tons of people we're asking for game asset type stuff and before we do that we need to discuss trim sheets and what they are real quick before we start i just want to mention blender bros is on patreon we have two brand new tutorials up on patreon right now including how to model this really cool looking turret with add-ons and how to model this cool looking piece uh using the vanilla workflow we also have monthly decal packs as well as our critique videos every single month so definitely take a look at our patreon down below okay so here's one of the trim sheets i made recently you may have seen my time lapse on modeling this thing this one's going to actually be a tutorial so you're gonna see that this is basically just a um a two by two plane right with a bunch of detail sitting on top of it so a lot of the videos i was watching when i was learning trim sheets were not getting to the point or explaining at all what they do or what they're for it was like they're trying to overcomplicate it for no reason so i'm not gonna do that i'm just gonna explain to you exactly what they're for so there's two different contexts you can use trim sheets and one is just for the usual usual concept rendering stuff that we do most of what my videos consist of and also the game asset pipeline so we'll talk about both but they they both are used for the same thing basically so in the context of game assets as most of you know when you're making game assets you don't want to have high poly objects you want to bake those into lower detailed maps right because if you have like a crazy high complex object the scene is going to get bogged down and not perform as well so what we like to do is simply make low poly objects and either uv unwrap textures onto it or simply bake the high poly detail onto a low poly object now the powerful thing about trim sheets is you don't have to do any baking at all except for the trim sheet itself but even still that takes like two seconds with a free add-on that i will be suggesting at the end of the video like one click and you have all the maps you need okay so let me just go over this thing here so like i said just a bunch of details sitting on top of a plane right here and most of this detail we baked down into a normal map a curvature map ambient occlusion map things like that so let me explain uh exactly what we do once we make a trim sheet and why we make it in the first place so let's say i had a very low poly type of like barrel or something maybe you had it for a game right so it's going to go over here we'll scale it down and i'm just going to make a very very basic example here because that's what most people are going to benefit from okay so let's say right on this chamfered area right here i wanted to have like a pipe going around right so what i could do is model the pipe put the pipe on there or you know bake a high poly detail of a pipe onto this piece both are a little bit long to do one baking is very finicky sometimes you have to tweak the bakes and it's just annoying and two if i were to model the actual detail on here the polycount is going to be way higher so put very simply what we can do is instead model a bunch of similar detail onto a plane like this bake the maps and then unwrap these details onto whatever set of faces you want to unwrap it to so the general pipeline is this we make a trim sheet with whatever cool details we want to have on our models maybe you have a trim sheet designated for brick textures or a trim sheet for hard surface pipes or a trim sheet for panels you can make all sorts of different trim sheets focusing on different design elements now this one here has a bit of everything and once again in this video we're going to be making a basic trim sheet so i just want to explain what the hell it is first so what i did was i modeled a trim sheet once again we're doing that in this video and then after the trim sheet has been created all we do is we come in here and we bake out our maps because of course we want maps to define like the edgeware ambient occlusion for shadows normal maps for fake depth things like that unfortunately there's a completely free add-on i'll be discussing later it's called grab dock i'll have it in the description and you can bake all of these maps out in one single click you don't have to do anything we're going to discuss this at the end of the video after we make our trim sheet though and once you've baked your trim sheet you're going to have a normal map like this as well some other maps we'll discuss later but mainly the normal one is going to be the most important so what we can do is simply let's just assign a material to it to our object here and we're going to go to our material panel and all we have to do this is super cool is unwrap the area we want to have the detail on so maybe i want to have pipes in this selected area here so i'm just going to unwrap and then let's do follow active quads length actually it's already pretty much unwrapped good enough so we'll just leave it like that then what we do is we move our uvs right over the detail we want maybe around here so i can get all this detail in right that should be enough and then what we do is we simply go up here to the shader editor we need to make sure we have our you know normal map plugged in so all we need to do on here is simply add a texture image texture and then we just choose our normal map and then all we do is we hook that up to a normal map node and once we connect this up you're going to see click assign okay you're going to see that detail has been added on this area now as you can see the rest of the uvs were kind of arbitrarily aligned and that's not what we want so i'm going to go ahead and control i to invert the selection and i'm just going to scale this into an empty area that's not being used with any texture just um for a second here and maybe what i'll do is just realign this a bit better i'm not really a fan of where this is positioned so let's see maybe we could find a better position for that detail maybe up here somewhere think i'm going to re-unwrap this i don't really like how this thing is unwrapped let's just go in here and then we'll just do a very basic um let's see we'll just do a basic unwrap and then what we want to do is flatten this so i'm going to use the uv squares and to square grid this will be a bit better and we'll be discussing all this in this video but maybe we'll just find a little bit of a better position here put the detail maybe i want to encapsulate this detail right here just going to focus in on it scale it on the x a bit once again make sure this is all assigned it's kind of hard to see we want to make the material bit darker but anyways as you can see now we have that detail mapped onto the cylinder and you can move this detail around any point in time i could go back over to the pipes if i wanted to and get that detail in there i can do all sorts of things really so sloppy example but you get the point so the power of this is that we can have detail that looks like geometry but as a matter of fact it's not geometry at all this is just a very basic how many vertices in here a very basic 128 vertex cylinder so this is a very powerful technique for game assets because one trim sheet bakes are almost always perfect if you follow just a few guidelines i'll introduce and two you don't have to bake any sort of high poly to low poly detail all you're doing is unwrapping and positioning the uvs over the detail that you want so hopefully this makes sense a lot of people were over complicating trim sheets all it is is the texture that you're unwrapping uvs over and if this is still a bit confusing or weird it's going to make complete sense once we actually make a trim sheet from scratch bake it and apply it to an object so i'm going to go ahead and start a brand new scene here now i was or i would usually use hard ops and box cutter for modeling but i want this video to be as accessible no matter if you're a beginner can't afford the add-ons or whatever i'm not going to use hard option box cutter for modeling but of course for those of you that want to use it i would recommend it it's just a bit quicker to model with those tools and i'll have it in the description as well as always so you know if you want to use hard ops and box cutter i would definitely recommend it but anyways we're just going to model it in vanilla let's add in a plane here so this is going to be a very basic trim sheet i don't want to scare anyone away with extreme like complexity there's no need for that so we're just going to do a pretty basic trim sheet so you understand how it works okay so ideally you want to have as much area covered on this plane as possible so that way you have as much detail as you want on your trim sheet if you have like half of it empty watch the point you know you could add in more detail in that empty space so what i'm going to do is start with a basic cube i'm going to scale the cube down a few units here we're going to move it back up to this corner scale it on the z and i'm just going to make this somewhat thin let's grab it on the z and i'm just going to go up here to our snap mode vertex grab it on the z-axis and then hold ctrl to snap it there let me also turn on the screencast keys simply because um you know you want to be able to see what i'm pressing okay so i'm going to make a very basic panel on this one so maybe i'll take this face we'll move it back a bit and move this down a bit and i'm just going to turn this into a very simple panel so what i'm going to do for this panel is maybe we'll just come in here i'm going to use booleans for this it'll be easier add in a cube scale the cube down on the x or the y rather move it up here scale it a bit more scale it up on the x and then what we're going to do is just slice out the middle so make sure you have the bool tool add-on enabled type in b-o-o-l in the add-ons panel turn that on and what we're gonna do is shift-click on this piece and press ctrl minus to add in a cut now i can kind of tweak the position here a bit so maybe i'll come in to the top scale it on the x and then what we could do is move this up right here and maybe bevel all these edges right here ctrl b to actually apply the scale with ctrl a going to run a bevel and you might want to press the c key to turn on clamp overlap so we'll do that and then we're just going to select everything with a and merge those overlapping edges in the middle so that way they're gone and now we have a very basic panel on this trim sheet okay cool so at this point we can go in here and apply our boolean so let's go into the modifiers panel click apply and i'm just going to add a very nice chamfer to this set of edges so you're going to see these connection points are awful so i can't really bevel it that far so we're going to do instead is just reroute the connection points so that way i have more room for the bevel so we'll shift click on these vertices and press the j key right and then we'll go over here do the same thing join them up here dissolve this edge out with ctrl x and there we go and now i can probably hop in here and bevel out these edges and it looks like for this one we also need to apply the scale so that way we get a nice uniform looking bevel so control b and if it's still acting weird we might need to flip the normal so shift n with everything selected we'll try again there we go let's give a nice little chamfer in here because chamfers are a really nice sci-fi element then i'm just going to go ahead and shade this smooth and turn on our auto smooth like that and here we officially have our first panel on our trim sheet it's going to work pretty well i'd say and maybe we could add in like a pipe to the middle right so what i'm going to do is add in a let's do a basic path curve scale it down move it up in here and then i'm just going to go ahead and extrude these vertices down a bit maybe scale that up and then we can just go in here and under geometry increase the depth a bit like that and we're just having like a very basic pipe or something we can mess with and also let's um scale these a bit more there we go ideally i want this pipe to be covered so maybe i'll just go to these top faces and press control plus or i'll just do one of these move it up a bit okay very simple detail right here and keep in mind you can make whatever types of details you want just think about with these details make sense on a model or a game asset or whatever okay next thing i want to do is add in yet another we'll do another cube i want to scale this one on the y a bit and let's align this one grab it on the y and hold ctrl to snap it there and all i'm going to do is just align these faces here as well like that there we go and maybe on this one we can make like a um a cool looking panel design so this is where we have to keep in mind that tiling will take effect so what exactly do i mean by tileable i'll show you here so we're going to make a very basic panel on this trim sheet here so i'm just going to add in a cube we're going to scale down the cube like i said very very basic panel here maybe scale this a bit on the y and let's position it right about here like that and what i'm going to do is shift click on this floor control minus on the numpad to run a difference boolean and maybe what i'll do is just bevel these edges here with control b now don't be afraid to give this a good amount of segments the poly count does not matter in this because it's going to be baked sort of scroll up high and maybe i'll run a solidified modifier to get like a um you know cool looking panel kind of like this so let's say i wanted this detail to repeat over and over and over again because you might have uvs that extend beyond this area so you want it to be able to repeat consistently so to do this you have to make sure it is set up so it's tileable so to do this what we basically do i'm going to take this piece what we want to do is make sure on our cutter objects here that this origin is positioned directly over the center of this left hand side and the reason we're doing this is because the texture starts at this edge and then ends at this edge and then repeats again starting at this edge and then ending at this edge again and just repeats over and over and over so what we need to do is first of all tab into edit mode for this piece select this face and then shift s we're going to do cursor to selected and then we're going to do is select our cutter here right click and then set the origin to the 3d actually no let's do shift s and then selection to cursor man i always tend to mix these up selection two cursor this one right here it's the symbol the symbols get me sometimes so there we go okay so now we have is exactly half of this panel here and now check this out what's going to happen is we're going to do the same effect on this side and it's going to completely combine together and repeat perfectly so what i'm going to do is simply go in here maybe we'll add an array modifier next array we'll just increase this a bit like that let's do three and if you want this to be completely even i would recommend we'll start at one and then as we drag it we're just going to hold shift and we want to get this right in the center now this thing is basically centered but if you wanted to be like completely precise like down to the decimal what you could do is come in here to each of these pieces and add a mirror modifier as a matter of fact let's just apply the booleans now no need to keep them we'll do that and now we have access to the geo and if we wanted this to be perfectly aligned what we could do is add a mirror modifier x-axis and then bisect it and flip it and now it's going to be completely centered on this piece so that's what i'll usually do i'll eyeball it and then completely clean it up down to the pretty much microscopic um positioning to make it centered using a mirror modifier bisect and flip so now what's going to happen if i show you here imagine this is a big texture if we duplicate this piece check this out it's now going to tile perfectly you can see how the piece basically continues on and on and on with no real issues so that's how we make it tileable so at this point what we can do is maybe add on a bit more detail to these panels here so maybe like a screw in the corners i'll just add a cylinder once again we can make the vertex count really high because we're going to bake it the poly count doesn't matter maybe put in like a screw right here right and then what we could do is add a let's see yeah let's just add a mirror modifier mirror modifier and then we're going to choose this as the mirror object and then do the y-axis like that we can also do x and then maybe we could just duplicate this one and move it over like that and in just a few clicks we now have some basic detail on these panels i'm going to go ahead and go to this piece and champ for the top or you know what we can just bevel it that's fine looks good let me just do the same thing to this one okay there we go this is kind of boring so what i'm going to do is bevel or chamfer rather this area or do i want to chamfer it yeah let's do a chamfer so one segment bevel scroll that down that looks even better maybe we could do that for these edges as well you can also apply the mirror there's no need to keep it on so just alt shift click to select these edges you might need to control click instead what we're going to do is simply chamfer this area as well to make some more detail like that and then just for some variation i'm going to add a bevel on these two edges too kind of like that just to make it you know more exciting or something we could also how would this look now look weird let's do chamfer right there pretty cool and the cool thing is sometimes when you have separate objects like these two you can kind of use the edges of the objects to your advantage and make like unintentionally make like a separate trim object like a panel going across right here which is pretty cool okay what i think we'll do is add in just a few more basic details and then we'll bake it and then add it to an object so that way you could use it as a game asset and then it'll pretty much all click together so i'm going to do for the final stretch here we're just going to snap everything into place so snap to that vertex snap to this vertex snap down here or up here and then snap the bottom to the bottom like that so for this piece what i'm thinking i'll do is go to this edge and then to this edge as well we'll do like i don't know we could do that or this let's do a chamfer like that and then let's go ahead and add in a cube so shift a add in a cube go ahead and bevel like that literally i'm just making completely arbitrary designs you can make these designs however you want but ideally they should make sense for the contacts so let's press ctrl forward slash make a slice right there and then i'm just going to go ahead and drop a mirror mirror modifier like that and now we have like a panel right here and we'll just apply that mirror and let's apply the booleans here if you can't apply your slice operation it's because they separate the objects and share the same data so you have to make it a separate data user by going to this green panel clicking that button and then you should be able to apply on both of them like that and maybe what i'll do is simply champ for this area like that pretty cool and maybe i'll make like i don't know one more panel going across here that would be pretty cool so let's press shift a go to cube scale it on the y like that scale it a bit up and then what we're going to do is simply run a difference let's scale this guy down a bit move it up and then all i want to do is take these edges here and scale it on the y maybe scale it even smaller like that just kind of messing with ideas here really the cool thing here is you can also use uh pre-made assets so you could use like the the kit ops library you can get the kit ops free version and um we just go in here and use some of their inserts all of these are available for free if you get kid ops just the free versions all you really need that you can even bake this into detail as well so maybe instead of modeling these pieces from scratch i could just go in and i don't know maybe make like one of these guys we'll add the insert and we could do is make like a little detail over here and then a little detail over here like that and then maybe i could drop in like one of the inserts here so we'll go into just the basic ones i think we'll just do cutters simple and maybe make like a simple cutter using this once again this is available with kit ops it's free so just a quick and easy way to throw some designs on trim sheets and make it easy looks pretty good as you can see maybe just add in one more piece of detail over here we'll add this insert let's just rotate this 90 degrees okay just very very basic stuff here and here you go so now you have your first ever trim sheet very simple very to the point nothing super exciting going on but it gets the point across and now we can do is bake this trim sheet and then use it on an asset for maybe just for a scene for a game asset whatever you want so before we do that i would always recommend adding some bevels onto your trim sheet so that way you have a really nice bevel around all the edges and it looks more realistic and in my case hard surface what we're going to do is simply let's bevel this one we'll add a bevel modifier we're going to set it to angle like that we'll increase the segments you can make the segments really high because once again we're baking the geometry count does not matter we'll do 10 harden the normals and then just make sure auto smooth is turned on like that shade it smooth so now we have a nice bevel around the edges here you could if you wanted to make it smaller but i kind of like where it is and then what i like to do is use the copy attributes add-on it comes with blender just type in copy in the preferences turn that on save your preferences and all we have to do is shift click on the area with our bevel ctrl c and then we can copy the bevel to each of them once again we go actually we can do like multiple at once so we'll do that ctrl c copy the bevel and there we go the size will depend on if the scale is applied or not so make sure your scales are applied so we'll apply that it's probably a bit too big now so let me come in here make it a bit smaller and it looks like this edge didn't get picked up so what we can do is drop the angle amount until that one picks up like that and this one we can make a bit bigger i think actually you know what it's all right and good enough for me so now what we have is our trim sheet we have a lot of bevels around our edges and overall it looks really good so now we need to do is bake out our maps for this trim sheet now we'll discuss what all the maps do they're really easy to understand once we actually bake them out so to bake out the maps what we want to do is use an add-on called grab dock it's free it takes like a minute to install it's right here i'll link it in the description it's completely free i would recommend donating the guy like a buck or two if you could though because this really helps the add-on developers keep improving their stuff so it's made by ethan simon law you can get it in the link below download it you're going to get a zip file and basically all you do is you take that zip file you go to edit preferences and then click on the install button and locate the zip file and it's basically going to appear here you just turn it on and you're good to go so yeah just select the zip file enable it and you're ready to bake so what we're going to do now is going to set everything up for you it's going to save you so much time so many settings so much headache so you're going to have a menu over here called grab dock for the add-on what we're going to do is click on the setup scene option so click on this this is going to go ahead and add a camera perfectly positioned orthographically over your trim sheet you're also going to get these menus over here now this looks kind of complex trust me it's not we'll explain it in a second so if we press 0 on the numpad this will take us into our camera view and this is what we're going to bake out so we have a few different settings over here we don't really need to worry too much about most of these however we do want to change the resolution i usually bake at 4k 2k is probably fine but i'm just going to go in here type in 4096 and that's going to go ahead and change it for both of them and i'm also going to bake this as a 16-bit png that's ideal for your maps and compression blender has good compression we can leave this on 15 leave it alone now we have a bunch of different settings here for our maps one is our normals we want that second is curvature three is ambient occlusion and the fourth is height which is basically um gives you height information for displacement i don't really use height at all you can if you want but we really don't need it so i'm going to turn it off material id if i show you what that is probably in a separate video i actually have a really old video like three years old i think it was my first video ever on this channel discussing material ids basically it allows you to add separate textures on the same material based off of id colors we're not going to discuss it in this video so you can go ahead and turn this off we're really concerned with normals curvature and ambient occlusion i'd also recommend making a folder so that way when it bakes your maps get automatically saved to that folder so i'm going to do that real quick and then if you want you can put a name we'll just type in trim sheet maps that should be fine and now we're basically good to go so all we have to do at this point is go over to the export maps button click on that it's going to take you like i don't know 10 20 seconds i guess depending on your machine now if you were to do this in the usual vanilla way it would take you like 10 to 20 minutes to set up all the nodes set up all the different settings one of them you'd have to do in photoshop it was a pain this add-on is freaking amazing does all of it in one click as you can see it's already done and now in whatever folder you chose to export those maps to they're going to be right in here so we have our normal map our curve map and our ao map so the first map we have here is our most important map it is our normal map which basically fakes depth if you don't know what a normal map is just go watch cg matters tutorial here's a really funny and informative tutorial on it and the next one we have here is our curve map but this one's important as well basically this defines the edges so if i were to add textures to this and i wanted to have like edge wear around the edges or something i could use this map to define the edges of our detail and our last map here is our ao map ambient occlusion this basically defines the areas that have shadows because most like corners and crevices and valleys things like that tend to be a lot darker than just the surface right and that's what the black values are represented by shadows and the white values are just the surface basically so we're almost done here let me actually start a new scene and show you exactly how these uh maps look so if i wanted to load these maps in and just demonstrate we could just add in a basic plane we're going to go to our we're going to add a new material right we're going to go to our shader editor and if you have the node wrangler add-on turned on you can press ctrl shift t and select all your maps so ctrl shift t i'm going to go in here and [Music] let me find the maps here they are we'll select all of them and then it'll set up the textures for us automatically basically now in this case it didn't set up the ao or the curvature because it's not really needed in this example but now if i were to go back into 3d viewport and we go to our material view let me make this a bit darker and more reflective like that now you're going to see it looks exactly like the trim sheet we just created right it's just a single plane now this is our map superimposed onto this plane awesome so now we can do is basically take these details from this trim sheet and apply them directly to our models so once again i'll just use that basic example we did before i'm going to add in a cylinder we'll make it like i don't know 64 vertices let's go ahead and shade it smooth and then turn on auto smooth it's going to make a very very basic material here and what we're going to do as a matter of fact this material is going to be linked to our maps anyway so what we're going to do at this point is add a material to our object we want to use the trim sheet on right and then we go to our shader editor so i'll make a new panel and in the shader editor here what we want to do we did this at the beginning of the video but we'll do it again we want to add in an image texture and then add in a vector normal map node and all we're going to do at this point is simply select that normal map that we baked so we'll go in here select it and now you're going to see the trim sheet starts appearing on this object here so we can adjust the color here and make the base color a bit lower like that make it a bit more reflective and maybe some clear coat or something you could also make a metallic why not so check this out now it looks like we have physical detail on this mesh here when in fact it is just our normal map it's still just a basic cylinder so this is super powerful stuff so it is a bit wacky the trim sheets are in weird positions here so this is where we go into our uv image editor and just position the uvs in the correct spot so maybe on the top maybe the top i wanted to have a piece so what we're going to do you to unwrap and then we're just going to find a piece of detail maybe i could have made like a more circular piece but whatever maybe i'll get in here and just um steal this little piece or something there we go maybe around this set of faces actually this one's already in a pretty good spot as you can see but uh maybe for this set of faces here i'll just unwrap it we'll do a just do a basic unwrap and then i can use uv squares to make it into a square grid and then we can just overlay this over our little panel this is where we have to be kind of precise with it so let me go up here it's kind of tricky decal machine actually automates this process for you but that's a story for a different video there we go it looks good enough to me and what we'll do on the front set of faces here as you can see we already have it looks like it's already unwrapped for us so what we're going to do is select everything and i'm going to put it right over these panels here scale this on the y like that and now take a look now we have panels here on the front of the cylinder now one issue i just noticed and i'm actually glad this uh this came up you're going to see the tiling we do have an issue with tiling right here see that see how there's like a um like a visible seam that's because um we made a mistake in the original trim sheet it's an easy fix i forgot to mention it but let's go ahead and do it now so um we want these to be tiled right well first of all it looks like i may have beveled this area here by accident so let me go ahead take this edge grab it on the x and then just snap it here because that was going to cause a problem so you want to make sure these are you know completely flush with the edge here and second you're going to see the bevel goes around the edge as well so to avoid that we want to make sure before we bake all of the faces on the side of the trim sheet are completely deleted so basically we'll just go to all these objects one by one and make sure all the faces on the side are deleted out so that way there's no sort of um clear visible seam that the bevel's causing let me get in here and apply these booleans real quick delete that same for this side there we go now it's completely flat on either side and you can just rebake it and this issue right here should be gone but pretty simple mistake easy to fix but yeah you can you can see that issue here as well see the bevel coming through so now it's not going to be tileable it's going to kind of fuse together like this so make sure on your trim sheet you delete out all the faces on the side of it very important but it's an easy fix regardless so maybe as like a final result we'll go to the bottom set of faces here move this down and let's take this detail from that panel like that and then maybe on the bottom we'll do one more detail u to unwrap and what we can do is um take this little piece right here and there we go so very basic use of a trim sheet i did some of this stuff a little bit sloppy just to get through the tutorial the trim sheet was completely good there's nothing wrong with the way i modeled the trim sheet but you know in terms of applying these textures and scaling them you know be a little bit more precise and careful with it because when you scale uvs and position them in weird areas you can get stretchy and weird things like that so make sure after you bake your maps you do take care into how you position these on your object but with this one you should get the memo pretty simple to understand so now we have is a lot of detail on a low poly mesh whereas you can imagine if we modeled all this detail and the polycount will be way higher but with trim sheets all we have to do is add a material unwrap it to our object and we still have a very basic mesh here and now this is completely ready for a game engine you just bring it in you hook up your maps in whatever game engine you're using and you're good to go so this is a very common technique used in pretty much any game you play if you look at certain objects you'll see very obvious trim sheets and repeating textures things like that it's useful because it optimizes the game and it's really easy to use so i hope this tutorial helped it was a very simple explanation very simple trim sheet but it explains everything you need to know to make more complex trim sheets so go ahead give it a try make one on your own and uh yeah that's about it so thanks for watching if this video helped we'd appreciate it if you take a look at our patreon we have a ton of cool stuff on there monthly decal packs tutorials exclusive tutorials every month art critiques things like that so definitely take a look at our patreon and until then i'll see you in the next video
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Channel: Josh Gambrell
Views: 33,624
Rating: 4.9483314 out of 5
Keywords: what are trim sheets, wtf are... trim sheets??, trim sheet tutorial, trim sheets blender, trim sheets, blender game asset, blender game asset tutorial, blender hard surface game asset tutorial, hard surface game asset tutorial, blender tutorial, game asset tutorial, blender hard surface modeling, hard surface modeling blender, blender, blender hard surface, josh gambrell, hard surface blender, blender uv unwrapping, blender trim sheets, blender baking, blender baking tutorial
Id: ozi57FHucNI
Channel Id: undefined
Length: 37min 47sec (2267 seconds)
Published: Wed Nov 18 2020
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