Wow I actually got the second comment... Probably a good time to ask. I create and sell the biggest Blender Add-on in the world codewise. Any chance you might do a piece on it. It improves everything in Blender. If you don't your end users are going to be having to do the same repetitive task over and over... From a restart feature to a perfect Blender script generator it's got everything.
What confuses me is how you'd tile something like a trim sheet brick wall properly? especially without adding numerous material slots to the object. (if anyone knows I'd actually love to know)
Not sure exactly what you mean but you can break up the UVs so that it tiles properly. You can use vertex color to store an id then in the master material select different settings based on id.
why would you need to create new material slots?(unless you want to utilize both a tileable texture and trim sheet texture) just make seams where needed, cut them, scale and move UV islands so you get the desired look. you can go over 0 to 1 space, stack islands on top of each other while using tileables and trim sheets lol
@@Irrelavant__Stacking UV Islands makes problems if you bake lighting tho. I learnd that the hard way 1 week ago, did stack a bunch of objekts UVs on the same texure then in unity after baking I got parts that were glowing when in shadow and other things black when in direkt sun light, onely way I could fix it was to re do every objeckts UVs so non of them is ontop of a nother. Thay al needed there own space. Is there a way to get around that tho?
@@THmusic420 you have to create a separate uvmap for lightmaps in order to avoid problems, look into that. so for example in uvmap01 you put your trim UVmap and in uvmap02 you store your lightmap UV's that are packed in 0 to 1 space.
@@THmusic420 you are having problems because it is better to store lightmaps in a separate uvmap, look into that. So for example in uvmap01 you have your UV for trims that are stacked on each other or scaled outside of 0 to 1 space and in uvmap02 you have your UV islands packed separately IN 0 to 1 space for your lightmaps.
going to be honest what you call " Trim sheets " is just a fancy word for something that has always happened and IT NEVER EVER Changed game development it was always apart of the INDUSTRY............
Came here to say this. 25 years ago when we were making textures for Forsaken and then Re-Volt, we called them T-pages (texture pages). Literally nothing new about them. The only “modern” thing about them is that they now contain all the PBR channels instead of just Albedo like back in the day.
Love ur vids men
Keep it up❤
Thanks, I appreciate the support
Wow I actually got the second comment... Probably a good time to ask. I create and sell the biggest
Blender Add-on in the world codewise. Any chance you might do a piece on it. It improves everything in Blender. If you don't your end users are going to be having to do the same repetitive task over and over... From a restart feature to a perfect Blender script generator it's got everything.
OK, I'll bite...what is it called?
What is it called bro
Wow, Geometryy models seem crazily expensive; wonder why they don't show any photos of what you're getting on the site...
What confuses me is how you'd tile something like a trim sheet brick wall properly? especially without adding numerous material slots to the object. (if anyone knows I'd actually love to know)
Not sure exactly what you mean but you can break up the UVs so that it tiles properly. You can use vertex color to store an id then in the master material select different settings based on id.
why would you need to create new material slots?(unless you want to utilize both a tileable texture and trim sheet texture) just make seams where needed, cut them, scale and move UV islands so you get the desired look. you can go over 0 to 1 space, stack islands on top of each other while using tileables and trim sheets lol
@@Irrelavant__Stacking UV Islands makes problems if you bake lighting tho. I learnd that the hard way 1 week ago, did stack a bunch of objekts UVs on the same texure then in unity after baking I got parts that were glowing when in shadow and other things black when in direkt sun light, onely way I could fix it was to re do every objeckts UVs so non of them is ontop of a nother. Thay al needed there own space. Is there a way to get around that tho?
@@THmusic420 you have to create a separate uvmap for lightmaps in order to avoid problems, look into that. so for example in uvmap01 you put your trim UVmap and in uvmap02 you store your lightmap UV's that are packed in 0 to 1 space.
@@THmusic420 you are having problems because it is better to store lightmaps in a separate uvmap, look into that. So for example in uvmap01 you have your UV for trims that are stacked on each other or scaled outside of 0 to 1 space and in uvmap02 you have your UV islands packed separately IN 0 to 1 space for your lightmaps.
going to be honest what you call " Trim sheets " is just a fancy word for something that has always happened and IT NEVER EVER Changed game development it was always apart of the INDUSTRY............
Clickbait title moment.
Came here to say this. 25 years ago when we were making textures for Forsaken and then Re-Volt, we called them T-pages (texture pages).
Literally nothing new about them. The only “modern” thing about them is that they now contain all the PBR channels instead of just Albedo like back in the day.
Noice