Hmmm, doesn't eyeballing the trims negatively impact the texel density? How do we know the (for ex.) red stripe won't be too wide or too narrow for our unwrapped mesh?
You set the texel density of your uv shell to the resolution you desire and place it where u want, scale it down to get bigger stripes and vice versa...just play around it in the uv space
That's what I was looking for. One question: what about lightmap behaviour with trimmed UV sheets? Or we need to make another unwrapping in another UV channel?
When I tried to export my plane onto 3D Substance Painter and enabled Polygon fill in Painter, it shows triangulation. Now I tried exporting the mesh with both Triangulate enabled/disabled and it still shows triangulation in Painter. How do you show the plane in Painter w/o any display of triangulation when I opened the Polygon Fill tool?
I wonder: can you use smart materials to make this ? Like using smart materials on those different sections to create a trim sheet for example for a Building with a bricks, concrete, glass etc
i dont belive in trim sheets. better to have parts. then instance those parts. , Unreal calls it PGC´S. Sure you can have a 4k Texture for a entire space station but it wont look good.
Fantastic tutorial. Very well explained. Looking forward to seeing the next chapters. Thank you for this series.
Jjjwewqw
Thank you so much for this tutorial, it really help me while working on a commercial projects
Love this, you saving my time, money and future job.
Emiel Sleegers, always the best!
You could do a Video aboud the Pixelprocessor node. I didn´t knew it existed a few weeks ago.
Extremely informative tutorial!
Amazing! Thanks so much!
god I love the way you say trim sheets 😍
How could this comment not get atleast a single like !!!! ❤
Hmmm, doesn't eyeballing the trims negatively impact the texel density? How do we know the (for ex.) red stripe won't be too wide or too narrow for our unwrapped mesh?
You set the texel density of your uv shell to the resolution you desire and place it where u want, scale it down to get bigger stripes and vice versa...just play around it in the uv space
Best tutor out there 👌
What is the size/dimension of the plane you used please tell.
Very nice series🔥
That's what I was looking for. One question: what about lightmap behaviour with trimmed UV sheets? Or we need to make another unwrapping in another UV channel?
Yes, you will need another UV channel for your lightmap. I always put my nonoverlapping UVs on the second channel.
Wonderful 👌🏻
Is there a PDF version of any of this stuff that I could refer back to by any chance?
awesome!
tonights gonna be a major raged then!! thanks for the tutorial.
very interesting. Just a question, how do you create or acquire the sci fi normal maps to be placed as trim sheets? at 15:50?
those ship with Painter, I believe
not sure why but my poly fill tool will not select faces. I have all of the UVs unwrapped but it will not work. What am I doing wrong?
When I tried to export my plane onto 3D Substance Painter and enabled Polygon fill in Painter, it shows triangulation. Now I tried exporting the mesh with both Triangulate enabled/disabled and it still shows triangulation in Painter. How do you show the plane in Painter w/o any display of triangulation when I opened the Polygon Fill tool?
Painter is guaranteed to not edit your mesh, so you probably already imported it with triangulation.
are you using the quad selection fill option?
@@Substance3D Yes, but it still fills triangles.
@@franman51 if you exporting in an fbx, the fbx exporter may have triangulated it.
Why should we use Anchor Points instead of folders with a black mask?
I wonder: can you use smart materials to make this ? Like using smart materials on those different sections to create a trim sheet for example for a Building with a bricks, concrete, glass etc
Yes you can, since the information for roughness, color, etc is baked onto the texture image files, which are then mapped onto the low poly mesh
where do you get more normal brushes?
The sample files link leads to nowhere. Can we get it fixed?
Interesting
If you have a problem with your normals looking funny, sometimes the lighting you are using has a big part in that.
voice like Emiel Sleegers
It is Emiel Sleegers ;)
Gotta love when you are following a tutorial and they time lapse lmao what the hell
Does anyone know of anyone who does tutorials for making trim sheets???
Maybe an actual teacher..? Or one for beginners?
What a weird choice to do your trimsheets in Painter :/
DAMN he's dutch. He's so dutch i can't watch
i dont belive in trim sheets. better to have parts. then instance those parts. , Unreal calls it PGC´S. Sure you can have a 4k Texture for a entire space station but it wont look good.
i'm senior 3d Environment Artist