Quick and Easy Trim Sheet UV Mapping Tips -Trim Texture Tutorial Part 4

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  • เผยแพร่เมื่อ 5 ก.ย. 2024
  • In this video I show my 2 main UV unwrapping techniques I use when mapping my trim sheets onto my 3d models, hope this speeds up your workflow!
    Part 1 - Planning Trims: • Planning & Creating Tr...
    Part 2 - Sculpting in Zbrush: • Sculpting Trim Sheets ...
    Part 3 - Substance Painter: • Trim Sheets in Substan...
    The original trim texture overview video: • TRIM TEXTURE TUTORIAL ...
    My Free UE4 Lighting Presets: • UNREAL ENGINE 4 LIGHTI...
    Gumroad Trim Example Files (50% off sale) : gumroad.com/l/...
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ความคิดเห็น • 390

  • @PolygonAcademy
    @PolygonAcademy  4 ปีที่แล้ว +12

    Heads up, all the example files are 50% off for the next 48 hours : gumroad.com/l/Trims/trims50

    • @m0rph3u5.
      @m0rph3u5. 4 ปีที่แล้ว +4

      I don't need the example files as you made it very clear in those tutorials, but I am getting them mainly to support your awesome channel .. thanks again mate ;)

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว +1

      @@m0rph3u5. thank you so much, I really appreciate the support :D

    • @Eu.Claire
      @Eu.Claire 2 ปีที่แล้ว

      @@PolygonAcademy Hello i have a question, do trim sheets offer any advantage over shared samplers?

    • @idk-fb1ij
      @idk-fb1ij ปีที่แล้ว

      But why there no talk at texel density is it not important for game assets 🤔

  • @mashonoid
    @mashonoid 4 ปีที่แล้ว +92

    You just released a 100$ worth of content for free. Thank you so much sir.

  • @lhmsc
    @lhmsc 4 ปีที่แล้ว +115

    For Blender users: You can select the whole loop, press U for the UV menu and select 'follow active quads' to get an instant even stripe.
    Btw thanks for the amazing tutorials, I'm learning a lot with your channel!

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว +4

      awesome, thanks for sharing the info for blender peeps! cheers!

    • @marknutt8370
      @marknutt8370 4 ปีที่แล้ว +9

      You can also use the UV Squares addon.

    • @vn2025
      @vn2025 3 ปีที่แล้ว

      For some reason that option did make an even stripe but it stretched my faces vertically even though the mesh was properly scaled. Not a big deal since I can easily squash them back down but would know why did that happen. Thanks for the tip btw!

    • @Izaharry
      @Izaharry 3 ปีที่แล้ว +2

      @@vn2025 It helps to make the 'active' (or last selected face) into the shape you want the rest to follow. -i.e. if it's a square they'll all be squares.

    • @vn2025
      @vn2025 3 ปีที่แล้ว

      ​@@Izaharry Thanks, I lately figured this out, too, didn't realize that before. :)

  • @StylizedSchools
    @StylizedSchools 4 ปีที่แล้ว +65

    So hard to find quality tutorials on youtube with environment stuff at a AAA standard. These videos are golden, please keep them coming!

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว +12

      thanks for the kind words! I want to create the content I wish i could find back when I was learning, it was a struggle!

  • @Spyro_2076
    @Spyro_2076 4 ปีที่แล้ว +34

    Maya users: The way I get straight UVs is this:
    1) Unfold as you normally would.
    2) Make sure to have an edgeloop running down the length of the curved shell that you want to straighten. (you could delete it afterwards if you don't need it) Select this loop and find the "Straighten Shell" option in the UV toolkit under the unfold tab.
    3) That should get you almost there. Select the uv's of the shell and select "Straighten UVs". Sometimes you need to mess around with which edge you use to straighten the shell.
    I think this method is quite fast and the Maya does the work for you :)

    • @Spyro_2076
      @Spyro_2076 4 ปีที่แล้ว +6

      If your shell is almost straight already, you can skip the Straighten Shell step and just select the UVs and use Straighten UVs. Another nice option to mess around with is the "Unfold Along U or V" option.

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว +5

      awesome thanks for the tips! im sure it will help the maya users on the channel!

    • @Spyro_2076
      @Spyro_2076 4 ปีที่แล้ว +1

      I hope so :)

    • @angiemon897
      @angiemon897 3 ปีที่แล้ว +1

      Thanks for the tip, but that sadly didn't work for me :( If I add an Edgeloop inside of the ring (I just used the pipe primitive for testing purposes :)) select it and then hit "Straighten Shell" all it does is this weird bug(?) where it minimized the whole shell to a tiny dot that becomes unscale & -editable (btw, wtf is that even about? Hate when that happens, thank god it can be fixed with a simple UV projection, but still, wtf)
      What I managed to do without much hassle was to make a cylindrical projection, which then made the strip a line, but I then selected the edges in the viewport and moved those up inside of the UV editor (which also moved them on the bordering shell of course, but that was the best I could achieve without having to "handcraft" the UVs ^^)
      And all did in the pipe primitive, so no idea how that will perform on a "real" mesh 🙈

    • @Spyro_2076
      @Spyro_2076 3 ปีที่แล้ว

      @@angiemon897 That def sounds like a bug. I guess make sure you've deleted your history first before unwrapping. I know that can sometimes cause issues. A cylinder should naturally unwrap into a rectangle though, you shouldn't need to straighten the shell for that kind of primitive. Maybe email me some screenshots if you're still having issues and I'll see what I can help with.

  • @SimplyCrazySid
    @SimplyCrazySid 4 ปีที่แล้ว +60

    This was time well spent. Absolutely loved this series. It's like netflix releasing all the episodes at once of a series you really wanted to watch. Had a great time learning this whole process. Thanks a lot for the awesome content! Cheers.

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว +3

      thanks! appreciate the love :)

  • @TheCrimson147
    @TheCrimson147 4 ปีที่แล้ว

    Part 1 and Part 4 have the same number of views! That's just so rare with the quality of free tutorials nowadays. Thanks a lot for them.

  • @fernwehmind
    @fernwehmind 4 ปีที่แล้ว +4

    YES! You're the one Tim. I've been searching everywhere for trim sheet tutorial. Then suddenly you uploaded four part of it. Thank you ! :)

  • @david3atista
    @david3atista 3 ปีที่แล้ว +3

    Probably you won't see this, but you just saved my life

    • @PolygonAcademy
      @PolygonAcademy  3 ปีที่แล้ว +1

      I read every comment :) glad it helped you out bro!

  • @DarthBiomech
    @DarthBiomech 4 ปีที่แล้ว +7

    I have a suggestion for future tutorial series if you will - since trims are already covered, one other huge pillar of modern asset pipeline is decals, specifically those that allow you to add geometric details to mesh without modeling them or unwrapping the mesh to unique islands (Like bolts, hatches and so on). I think that technique is called "deferred decals" or something similar. I would especially love to hear your opinion on how to do things like strips of the decals with which you make panel seams.

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว +1

      yea I am planning something like that for a future video :)

  • @mcsephiroth1312
    @mcsephiroth1312 4 ปีที่แล้ว +1

    If I had the money, I would definitely support you. You are doing the community a great service, thank you.

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว

      no worries man! appreciate you watching :) glad the content is useful!

  • @Viskovitz
    @Viskovitz 4 ปีที่แล้ว +1

    I really REALLY enjoyed this 4 part tutorial. Big thanks, tim, you are legend.

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว

      you're very welcome! thanks for watching them all, always stoked to hear people say it's useful :)

  • @marshmallow_fellow
    @marshmallow_fellow 4 ปีที่แล้ว +7

    If you're using blender, there's a fantastic addon call "Uv Squares"
    you just select the faces, press the button and it will automatically arrange the uvs into a square grid or one dependant on the size of the faces.
    You can also use follow active quad with a face selected to straighten the uv's but this doesn't work on more complex geometry.

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว

      Sick! Thanks for sharing :)

    • @NoTengoIdeaGuey
      @NoTengoIdeaGuey 4 ปีที่แล้ว +2

      Go for textools. It includes uvsquares and has a bunch of other useful features as well.

    • @marshmallow_fellow
      @marshmallow_fellow 4 ปีที่แล้ว

      @@NoTengoIdeaGuey I'll definitely have a a look at that, thanks!

  • @harrysanders818
    @harrysanders818 4 ปีที่แล้ว +3

    Thank you so much Tim! Dunno what to say other than to express my deepest gratitude to you for so generously sharing this knowledge in such a well made and thorough way. You're enhancing the life of every 3D Game Artist who learns this stuff through the internet and really wants to wrap his/her head around it. Invaluable. Thanks for your effort making these. I think this will be filling the gaps of information on this topic on the net very well and will help aspiring 3D Game Artists for generations to come.

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว +1

      Harry Sanders cheers! Thanks so much for your well thought out, in depth comments! Appreciate the love :) happy it helps!

  • @fodderfella
    @fodderfella 4 ปีที่แล้ว +3

    7:57 when stitching you can select all vertical edges in the uv editor, then deselect the edge where you want the seam to be on the mesh, then stitch them. this will save a lot of time.
    good clean and straight forward set of tutorials, have recommended them

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว

      Ah cool, ill try that out :) glad you enjoyed the tutorials!

  • @kggx3
    @kggx3 4 ปีที่แล้ว +10

    8:30
    for Maya users: You can select all edges you need to sew, then deselect one edge and do move and sew once. Saves a lot of time.
    btw Tim: Awesome series as always!

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว +1

      good tip! thanks

    • @Chauxz
      @Chauxz 4 ปีที่แล้ว

      So there's no way in max to do this.. We have to select each edge and sew them one by one? (I'm just starting out learning how to use 3DS max (maya user here))

    • @tetsuooshima832
      @tetsuooshima832 4 ปีที่แล้ว +2

      I hate Maya but its UVs tools are great. Not sure you can really compare with Max lol

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว

      @@tetsuooshima832 yea i used maya at my first job and its snapping and uv tools were great

    • @crumpledtissue
      @crumpledtissue 4 ปีที่แล้ว

      I am amused that max’s UV editor is still slow as hell when you try to unwrap something heavy or try to make layout of several complex models in one UV space. And I’m not even talking about that its separate modifier... I literally don’t unwrap there anything besides cubes)

  • @jessicaschultz732
    @jessicaschultz732 4 ปีที่แล้ว +1

    This was so useful! I finally feel like I have a deeper understanding of the workflow that goes into making professional level props. Also, my mind was completely blown at the “pull the edges downward when extruding for a normal map” tip from the first video. That’s why my normal maps were turning out like shit! Thank you for helping me realize that.

  • @Puckerization
    @Puckerization 4 ปีที่แล้ว +1

    One of the key features of 3DS Max UVs that no other program has is the ability to save and load the UVs as a separate file. This has saved me so many times. I end up having many versions saved of a UV Unwrap. Save your UVs regularly as you work on them!

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว +1

      yea thats a good point, i havent done that in years but totally useful!

  • @MZONE3D
    @MZONE3D 4 ปีที่แล้ว +2

    Hi Tim, I dunno if you have covered this already, but I think a key thing for Environment artists to know is when to use a certain technique.
    Namely, when to model a bespoke section, modular pieces (unique or trim textures), Place-able assets (unique or trim textures).
    I know I have to teach almost all juniors I have ever taught this... grats on the 150K :)

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว

      yea good point, i think i will include this in a video soon :)

  • @bryceporter96
    @bryceporter96 4 ปีที่แล้ว +2

    This set of tutorials was huge for me my friend. I appreciate the time you spent making this

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว

      Awesome to hear! Thats why i do it :)

  • @yingbowang3068
    @yingbowang3068 3 ปีที่แล้ว +1

    I am a mayaLT / unity user, I also follow your tutorial / get 1st trim sheet done, Thank you for these amazing tutorials!! The 'random things' you talked about is also valuable. I have to re- play to absorb more information cause my English bad.. Thank you :)

    • @PolygonAcademy
      @PolygonAcademy  3 ปีที่แล้ว +1

      awesome, happy to hear that! thanks for watching :)

  • @hollcs2
    @hollcs2 4 ปีที่แล้ว +3

    If you are working in Autodesk Maya and trying to turn all of the faces into a square like Tim does in 3ds max. The tool you want to use is called Unitize. It will turn each face of the cylinder to match the 0 to 1 space and they will all be stacked. Then you can just move one shell off of the rest and unfold and then basically just select all the edges and move and sew them all together.

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว +1

      Awesome, thanks for sharing! Thats good to know :)

  • @manollobango
    @manollobango 4 ปีที่แล้ว +1

    First trim sheet tutorial that I' ve seen so far which also considers the topic lightmaps. Someone's listening to the community ^^ Thanks Tim!

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว +1

      Cheers! The overlapping uvs question was a repeated one in the first video i put out haha. Happy this helps!

    • @manollobango
      @manollobango 4 ปีที่แล้ว

      ​@@PolygonAcademy
      I didn't receive any notification about your tuts from the last few months. I thought I had subscribed to your channel to prevent this but it seems like I didn't. I caught it up now!

  • @nlbadguy
    @nlbadguy 4 ปีที่แล้ว +2

    Tim, I can not express enough how much this series helped a beginner like me. Thank you very much I enjoyed every second of it! :)

  • @SteveTalkowski
    @SteveTalkowski 3 ปีที่แล้ว +1

    Excellent series! Just watched all four and many helpful tips. Thx for sharing with the community!

    • @PolygonAcademy
      @PolygonAcademy  3 ปีที่แล้ว

      you're welcome, thanks for watching!

  • @spydergs07
    @spydergs07 3 ปีที่แล้ว +1

    I didn't realize that I have been using trim sheets for my projects for about 5 years lol
    I do like that this video series went more in depth with trim sheets and how to properly setup and utilize them.
    Looking at someone using 3DS also, I had forgot how cumbersome 3DS could be haha
    I haven't used 3DS max or Maya since Blender 2.8 came out.
    Now in Blender 3.0 UVing and texturing is so much quicker than in 3DS max.

    • @PolygonAcademy
      @PolygonAcademy  3 ปีที่แล้ว

      awesome, yea i gotta learn blender, I rarely do any 3d modeling anymore so i would be hella rusty either way, but keep hearing how blender is just amazing now.

  • @AndrewByrnes1
    @AndrewByrnes1 2 ปีที่แล้ว +2

    This series legitimately helped me feel so much more confident with making game assets. I was struggling to find the right pipeline. but these tricks have helped so much (even though I use maya)

    • @PolygonAcademy
      @PolygonAcademy  2 ปีที่แล้ว

      awesome to hear that! thanks for watching!

  • @saran9736
    @saran9736 ปีที่แล้ว

    Thanks a lot for this tutorial, I was confused about the use case of trim sheets and you showed up with your tutorials and now I'm all cleared up! Thanks a lot! :)

  • @Arxontas10
    @Arxontas10 4 ปีที่แล้ว +2

    What?! 4 videos? is this heaven? Thanks Mate!!

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว

      its been so long since I uploaded, had to make it worth the wait :D

  • @vn2025
    @vn2025 3 ปีที่แล้ว +3

    Today I completed my first trim texture ever and just imported the mesh into UE4. It ain't too spectacular but considering that before this channel I didn't even know what a trim texture was or that this was a way to make a modular kit for environments, it is a big deal for me. Thank you, you've definitely made me one big step closer to be working in the games industry some day! Also bought your Example Files for the ridiculous price you've set and I insist everyone to do the same! :D Cheers!

    • @PolygonAcademy
      @PolygonAcademy  3 ปีที่แล้ว +1

      congrats! completing a project like that for the first time is a big step :) appreciate the support!

    • @vn2025
      @vn2025 3 ปีที่แล้ว

      @@PolygonAcademy Thanks!

  • @darrylbrownstone2553
    @darrylbrownstone2553 4 ปีที่แล้ว +6

    Hey Tim, for the cylindrical items I like to use "unfold strip from loop" and run "straighten selection" or planer map the top surface and break one of the edges connections in UVW and also run "straighten selection". This will often result in a very even intervals so long as you reset X-form prior to opening the "UVW"

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว +2

      hell yea, good tip, that straighten selection button is super handy!

  • @TheKingAskdoof
    @TheKingAskdoof 2 ปีที่แล้ว

    What a great video! Thank you so much for that. I've been struggling with Unity lightmaps for years and you clarified why.

  • @usernamegirls1
    @usernamegirls1 3 ปีที่แล้ว +1

    Have been looking for lightmapping tutorial and I learned how you used the channel 1 (probably for texture) and channel 2 for lightmap uv creation in unwrap uvw modifier. Overall thanks for this tutorial!

    • @PolygonAcademy
      @PolygonAcademy  3 ปีที่แล้ว

      you're welcome, glad you enjoyed it!

  • @maxkutsenko7169
    @maxkutsenko7169 4 ปีที่แล้ว +2

    Tim, thanks so much for all this amazing content you produce. Before I was uniquely unwrapping everything which takes ages. Thanks to you I see a huge benefit of trimsheets, cannot wait to try it out on the next project. And thanks for showing the unwrapping techniques, I cannot stress enough how helpful it is. Take care man.

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว

      awesome, glad it helped, thanks for watching!

  • @swartz3d
    @swartz3d 2 ปีที่แล้ว +1

    This was an excellent series of tutorials about trim sheets! Thank you.

    • @PolygonAcademy
      @PolygonAcademy  2 ปีที่แล้ว

      Cheers! Glad you enjoyed, thanks for watching!

  • @BCMSi
    @BCMSi 2 ปีที่แล้ว +1

    Absolutely mind blowing what can be done with trim sheets, really want to spend some time learning this skill. Awesome series man!

  • @srinivasjlkm88
    @srinivasjlkm88 4 ปีที่แล้ว +1

    This Series is EPIC!!!!!. All the questions I had watching the trim sheets tutorial and all the mystery I felt around " How, Why, What " about Trim sheets and Lightmaps. Everything explained clear in this. Would highly recommend this tutorial as a lot of self taught artist trying to enter the industry miss on this or do not totally understand this clearly. This is absolutely the best . Cheers and thanks for the content.

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว +1

      thanks so much, this is a ringing endorsement that everything I am doing is actually effective :) appreciate the love!

  • @peterspy8867
    @peterspy8867 4 ปีที่แล้ว +1

    Great stuff Tim, as usual. One quick tip about selecting loops, you don't have to select edges and convert them to polygons. Just select one polygon, hold Shift, then select a polygon next to it.

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว

      Oh awesome , didnt know that, thanks!

  • @hgzmatt
    @hgzmatt 4 ปีที่แล้ว +2

    If you get stretching on cylindrical strips you can try to add more edge loops there. It just didn't have enough topology to make it smooth.

  • @rickysargulesh1053
    @rickysargulesh1053 4 ปีที่แล้ว +4

    I guess I am one of the rare cases who loves laying out UV's. It's always a nice challenge. Like playing Tetris haha

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว

      Yea it can be a good puzzle sometimes, the more you do them, the quicker and second nature they become

  • @fluidfox1436
    @fluidfox1436 4 ปีที่แล้ว +1

    Very helpful this approach saves a ton of time

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว

      Cheers! Glad it helped you out :)

  • @jakeholden7532
    @jakeholden7532 4 ปีที่แล้ว +1

    Dude this series is so insightful! Can't stress enough how many great tips are in there. Thanks a lot for taking the time to make this. That last tip on getting your mesh updated in Substance by keeping the same material name was such a good little bonus at the end! I had no idea >< Looking forward to what you put out next. Cheers

  • @narutomoonkun
    @narutomoonkun 4 ปีที่แล้ว +1

    Thank you so much for sharing, when we started using this method in my studio your first video taught me a lot, and now seeing more of the potential and posibilities it has really inspired me for future projects. Thank you so much!

  • @ronanbaxter9422
    @ronanbaxter9422 4 ปีที่แล้ว +1

    Never going to use 3DS Max or ZBrush to do this, But, I AM going to use allll the principles I learnt in this series. Thank you so much!

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว

      Cheers! I tried to keep it broad enough that it can be adapted to most workflows :)

  • @homegirl_0072
    @homegirl_0072 3 ปีที่แล้ว +1

    Wonderful tutorial series! Thanks so much for sharing your knowledge and work flow. Can't wait to apply this process to some of my own designs.

    • @PolygonAcademy
      @PolygonAcademy  3 ปีที่แล้ว

      Cheers! So happy yo hear you enjoyed it :)

  • @anthonyr4843
    @anthonyr4843 4 ปีที่แล้ว +1

    Awesome series Tim, these are always a instant watch for me. Look forward to more!

  • @wilismatrix9847
    @wilismatrix9847 4 ปีที่แล้ว

    A lot of gold information you share here ! Thank you very so much !! 😲😱

  • @sensithe6498
    @sensithe6498 4 ปีที่แล้ว +1

    For anyone in Maya, Malcom 341's gridify uvs is a godsend, it works like blender's uv squares plugin and allows you to instantly grid out a face selection and control your seam location by multi selecting the edge you want to cut

  • @quockhanhlk
    @quockhanhlk 4 ปีที่แล้ว +1

    thank you very much for these tutorials, super helpful, packed with tons of experienced information and tips, and for free. Mindblowingly awesome, thank you !

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว

      you're very welcome :) thanks for watching

  • @crumpledtissue
    @crumpledtissue 4 ปีที่แล้ว +1

    bless that day when i found UVLayout program, ui looks like 1995 webpage, but nothing beats it in terms of unwrapping. (unwrapping those circles in straight line takes liiterally 3 clicks there).
    Also thanks for the series. I wish i saw that when i just started 3d and troubleshooted all by myself.

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว +1

      Andrew awesome ill check it out!

  • @Sigge.Sandstrom
    @Sigge.Sandstrom 4 ปีที่แล้ว +1

    Super useful and understandable videos, you rock Tim!

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว

      Happy to hear! Thanks for watching :)

  • @cepryn8222
    @cepryn8222 ปีที่แล้ว

    That was super informative series, hope to see some similar ones in the future, thanks!)

  • @neoqueto
    @neoqueto 4 ปีที่แล้ว +11

    So the trim sheet worflow is essentially reverse psychology. It's about not making the texture fit the UV, but rather making the UV fit the texture.

  • @lalapachou
    @lalapachou 4 ปีที่แล้ว +1

    Thank you for the tutorial! It's a must for environment art

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว

      no problem. definitley one of my go to skills!

  • @justinlane6088
    @justinlane6088 4 ปีที่แล้ว +1

    you teach better than the 80k school I'm going to lol. Thanks for the amazing content!

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว

      Justin Lane on one hand thats awesome! On the other.....ouuuf! Hope your school improves to be worth the money :) thanks for watching and the support!

  • @hmee8941
    @hmee8941 4 ปีที่แล้ว +1

    Great series, every step uncomplicated super easy to understand, yet taking us from a-z aaa level work. Only thing confusing me why there is someone hitting 'I dislike this' :o

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว

      Cheers :) i dont mind dislikes, any form of engagement helps the channel! Haters gonna hate, ainters gonna aint 😁

  • @ChaosAnimationsSpeedArts
    @ChaosAnimationsSpeedArts 4 ปีที่แล้ว +1

    I'm new to the channel but I absolutely loved this series, it was very helpful and I definitely wish I was taught about it in school!

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว

      welcome, thanks for watching, hope you enjoy my other vids too :D

  • @blasfkdalsfklaskflas
    @blasfkdalsfklaskflas 4 ปีที่แล้ว +1

    Awesome Tutorial! Really helped me to get started with Trim Sheets. Thanks!

  • @MrGlebanPro
    @MrGlebanPro 3 ปีที่แล้ว +1

    Completely understandable for beginner :)

  • @bezoro-personal
    @bezoro-personal ปีที่แล้ว +1

    This makes me very glad for the existence of the Zen UV Blender addon.

  • @3DDivision
    @3DDivision 2 ปีที่แล้ว

    Thank you so much, man. I'm learning a lot with your videos. You are making the difference. I hope to be like you in the future : )

  • @DarkAutumn3D
    @DarkAutumn3D 3 ปีที่แล้ว +1

    Okay so I purchased the project files and I'm just utterly dumbfounded... I'm getting memories coming back of when I used to dabble in this sort of thing in the Halo CE engine all those years ago as a lot of the older games engines use this technique. The problem is that the engine I make things for is about 10+ years old and not everybody has the computer power to see normals and specular (it's not a very well optimised game but I do a lot of freelance for the people who play it...) I've been messing about, using this method, for about 45 minutes now and am really enjoying it so far!

    • @PolygonAcademy
      @PolygonAcademy  3 ปีที่แล้ว

      awesome, thanks so much for the support :) glad the files came in handy, enjoy!

  • @UnIockables
    @UnIockables ปีที่แล้ว

    This was super enjoyable and helpful, thank you so much. It's really clear the effort you put in to this series, everything was explained so well. One thing I was hoping for was you to go into a little more detail/show examples of the benefits of doing your own lightmap vs the Unreal default generation. Would help to see what an actual lightmap seam was. But that's less about the tutorial and more interest in the subject I knew the least about; and only sharing this because you asked for feedback,. The rest of the video was 10/10 and will absolutely help me out with my future game art, thanks again 😊

  • @theinventor0
    @theinventor0 4 ปีที่แล้ว +1

    If your using 3DSMax. I highly recommend installing and using the TexTools plugin. Has a ton of handy features to make your UV experience nice and breezy.

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว +1

      Good call, i remember using it years ago and then just kinda forgot about it haha. I gotta install it again!

  • @vukasinG
    @vukasinG 3 ปีที่แล้ว

    Man, these are great 4 tutorials. Watched them all to refresh my memory and remembered some things that i forgot :) All things you're doing in Max are almost the same as in Maya, just different command names. Anyway, this mini-series help me and I just want to thank You and hope that You're gonna upload more great stuff. I subscribed to Your channel and now I'll be watching on you :D

  • @MrJeka1111
    @MrJeka1111 4 ปีที่แล้ว +1

    Cool to use it with weighted normals and corner decals

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว

      yea you totally could do that as well

  • @nicolasferreiro9477
    @nicolasferreiro9477 4 ปีที่แล้ว

    WOW, this technique is great and now I want to use it everywhere! Thank you very much for this series of tutorials, I don't really speak English but I was able to understand most of the things. By the way, you mentioned it in the video and it would be great if you do some of this but sci-fi oriented.
    Thank you again! And sorry for my English, I literally use a google translator.

  • @blenderforgames5116
    @blenderforgames5116 4 ปีที่แล้ว +1

    Trims are dreams hahahahaha anyway keep it up Tim watching this stuff for fun honestly.I remember working my first time with trims and stuff and it was a pain .

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว +1

      Cheers! Thanks for watching :)

  • @SuperDeano1000
    @SuperDeano1000 4 ปีที่แล้ว +1

    Hey, man! So happy to see new priceless content from you.
    For future videos consideration, would you mind showing the best ways to make environment bases and grounds? Making textures and normal maps work on large open meshes or plains is a mystery to me. If not, could you direct us somewhere we could learn from about that? Thanks again.

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว +1

      yup for sure, the solution would be to use tiling textures and then vertex blend them together for the easiest results. I will have a video on each of those topics sometime in the future

    • @SuperDeano1000
      @SuperDeano1000 4 ปีที่แล้ว +1

      @@PolygonAcademy Thanks for the info, Tim! That really helps and I'm looking forward to more content from you. Keep up the invaluable work!

  • @danjirinnn
    @danjirinnn 4 ปีที่แล้ว +1

    Congrats on 15k! Will be watching this now at work during downtime. Cheers and thanks for all the content! :)

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว +1

      thanks! will be doing something special to celebrate that soon! appreciate you watching!

  • @vladimirkhadyko8304
    @vladimirkhadyko8304 4 ปีที่แล้ว

    Extremely nice tutorial! Very clear and great tips in every aspect of the pipeline. Thank you!

  • @paulaperandonesduran1696
    @paulaperandonesduran1696 4 ปีที่แล้ว

    It has been a really nice serie of tutorials, good tips! Hope to see more. Thanks!

  • @solennripoteau6218
    @solennripoteau6218 4 ปีที่แล้ว +1

    Thank you so much for these videos

  • @julianquiroga346
    @julianquiroga346 4 ปีที่แล้ว +1

    Excellent tutorial! I just subscribed and can't wait to see more content of this quality

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว

      Thanks! Really happy you enjoyed it :)

  • @MetalGearMk3
    @MetalGearMk3 4 ปีที่แล้ว

    Watching this in 2020, still damn useful. I finally understand trimsheets.

  • @VertexPolyFort
    @VertexPolyFort 4 ปีที่แล้ว +1

    im really excited for trimsheet making more and more!

  • @Moonev_Fantasy
    @Moonev_Fantasy 3 ปีที่แล้ว

    Thank you 4 sharing such a powerful workflow! That's really awesome!

  • @user-gy8sb8ss8e
    @user-gy8sb8ss8e 3 ปีที่แล้ว +1

    I am a student living in Korea. I can't speak English, but I'd like to thank you through the translator. Thank you!

    • @PolygonAcademy
      @PolygonAcademy  3 ปีที่แล้ว

      Happy you liked it! Thank you for watching :)

  • @Fabi0laa
    @Fabi0laa 2 ปีที่แล้ว

    Thanks again for a really good and informative tutorial! :D

  • @hgzmatt
    @hgzmatt 4 ปีที่แล้ว +1

    There is a cost with having lots of UV Channels but it's not a huge deal unless you are wasteful.
    The one cost I'm definitely aware of is that for every UV Split it will have to split vertices in engine just like it does for materials, vertex colors, hard edges.. etc. It goes into your vertex count.

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว

      yea exactly. vertex count for current gen isnt usually the issue for performance, long before that you redcce materials, drawcalls and *tear*....lights. so while there is a cost it's minimal

  • @jashminsabater4625
    @jashminsabater4625 4 ปีที่แล้ว

    Hi! I love your videos, it helps me a lot. I just hope you would also make videos regarding "vertex painting". This would really help us to create variations whenever we will be using trims sheets and flat textures. Thank you so much. Looking forward for more videos from you!!

  • @3DSgeek
    @3DSgeek 4 ปีที่แล้ว +1

    This was a great series, many thanks.

  • @georgebeswick7549
    @georgebeswick7549 4 ปีที่แล้ว +1

    thanks for this Video, I've been trying to Wrap my head ( no pun intended as of writing this) around the top of cylinders when unwrapping, luckily this video solved the issues I've been having. and I'd love for you to cover some SciFi Trim sheets aswell

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว

      Hahaha no problem. I wanna get better at scifi stuff to so there is a good chance of that

  • @oznfts5649
    @oznfts5649 ปีที่แล้ว

    still from better tutorial for trim sheet man thanks a lot

  • @VeloTax3
    @VeloTax3 4 ปีที่แล้ว +3

    Hey Tim thanks a lot for this tutorial series , it's really awesome !
    I have a question regarding the UV packing , i always thought u have to pack all the UVs into the 0 to 1 UV space , but with the first set of UVs you did (not the lightmap ones) , where it's all stripes , most stripes go beyond the 0 to 1 UV space , is this a normal and acceptable thing to do ? i always thought you can't go beyond those limits when you export it out of max/maya/blender .
    thanks a lot again ! cheers.
    Edit : I actually see that someone basically asked the same question 5 days ago ! it's awesome to know that you can go beyond the 0-1 space , still a little difficult to wrap my head around it . but anyway thanks! love your work! this is one of the best channels out there !!!!

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว +1

      thanks! yea totally normal go go way outside of 0-1 space in pretty much every engine out there :) thanks for watching!

  • @BillyJackman3D
    @BillyJackman3D 4 ปีที่แล้ว +1

    I really appreciate the time you put into this amazing tutorial. Thank you X1000000

  • @fere5hte
    @fere5hte 3 ปีที่แล้ว

    Thank you very much! I learned a lot from this series! I guess you just forgot to mention how you fix the tileability issue in Photoshop.

  • @dariaantonenko7608
    @dariaantonenko7608 4 ปีที่แล้ว

    Thx a lot for the ultimate guide! Really useful and helpful, you safe my test task :))

  • @FabioPereiraS
    @FabioPereiraS 3 ปีที่แล้ว

    Thanks for sharing. Great tutorial.

  • @theseatomictimes344
    @theseatomictimes344 4 ปีที่แล้ว +1

    I think this is the only full process of trim sheets tutorial on youtube.. great work tim, kissing u from your bald head :p

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว

      hahah thanks! there are other ways of making trims, but I find this way fun :) cheers!

  • @Kiraykell
    @Kiraykell 4 ปีที่แล้ว +1

    So, there is no problem if some parts of the UV island stay’s out of the Square? That’s amazing!

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว +2

      yea no problem at all, 90% of environment kits ive made have uvs way out of the 0-1 space haha

  • @giorgikoridze8608
    @giorgikoridze8608 4 ปีที่แล้ว

    Good work, it’s really helpful.

  • @robertschroer5794
    @robertschroer5794 4 ปีที่แล้ว +1

    Love you Tiiim

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว +1

      awesome, would love to see people attempt other subject matter like scifi with these tutorials :D

  • @ItIsNathan3D
    @ItIsNathan3D 4 ปีที่แล้ว +1

    Tim! There is a strip loop button that does that all in one go for you at like 9minutes. It's in the "wrap" section under the planar map area in the modifier area of the main interface. Edit: you totally go over it in the next part, my bad haha.

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว +1

      Hahah yea i wanted to show the most absolute basic method first that works in almost any software, strip loop is dope but its max specific 😁

    • @ItIsNathan3D
      @ItIsNathan3D 4 ปีที่แล้ว +1

      @@PolygonAcademy I remember when I first found it I got so paranoid of it crashing that I would detach the entire strip, do the function then re-attached and weld everything. Still found it faster in the end though haha

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว

      @@ItIsNathan3D yea it used to be hot garbage in terms of 50/50 making max crash but now it only does if its in subobject mode when you apply the uvw. thank god haha.

    • @ItIsNathan3D
      @ItIsNathan3D 4 ปีที่แล้ว

      @@PolygonAcademy Yea I'm on 2020 right now and everything has been surprisingly stable. They even pre-loaded it with an isolate selection toggle hotkey finally. What alternate dimension is this?!

  • @jozseflaszlo7445
    @jozseflaszlo7445 4 ปีที่แล้ว

    Hi Tim!
    Thanks so much for the awesome tutorial and the cool tips I always knew I needed but never knew where to get them.

  • @BledsoeBluvd
    @BledsoeBluvd 4 ปีที่แล้ว +1

    Tremendously helpful.

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว +1

      thats what I like to hear! thanks for watching

  • @vassk1587
    @vassk1587 2 ปีที่แล้ว +1

    Thank you!

  • @Dexxter_slav
    @Dexxter_slav 2 ปีที่แล้ว +1

    This has been mega informative. Thank you for your valuable lessons! I'm planning to do create my first trim sheet but i was always wondering how the meshes get "smooth/beveled" edges since you don't bake any HP to LP mesh. But i guess you have to align the edges of the UV's with the edges of the texture to get "smooth/beveled" edges?

    • @PolygonAcademy
      @PolygonAcademy  2 ปีที่แล้ว +1

      You got it :) its a sneaky little trick but super useful, thanks for watching!

  • @omri1324
    @omri1324 4 ปีที่แล้ว +1

    Great series! amazing! thank you so much!

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว

      You got it! Thanks for watching :)

  • @SolarTara
    @SolarTara 4 ปีที่แล้ว +1

    This is AMAZING! Please please do a scifi trim sheet tut!!!!!!!

    • @PolygonAcademy
      @PolygonAcademy  4 ปีที่แล้ว +1

      yup, probably will do an advanced trim sheet techniques series as one of my first gumroad products, and put a scifi spin on it ;) got a few more tricks up my sleeve to share