How Trim Sheets Changed Game Development

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  • เผยแพร่เมื่อ 1 ธ.ค. 2024

ความคิดเห็น • 17

  • @Faustina-l9v
    @Faustina-l9v วันที่ผ่านมา +1

    Love ur vids men
    Keep it up❤

    • @InspirationTuts
      @InspirationTuts  วันที่ผ่านมา

      Thanks, I appreciate the support

  • @toapyandfriends
    @toapyandfriends วันที่ผ่านมา +1

    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.

    • @shrimpkins
      @shrimpkins วันที่ผ่านมา

      OK, I'll bite...what is it called?

    • @fingfufar9878
      @fingfufar9878 23 ชั่วโมงที่ผ่านมา

      What is it called bro

  • @shrimpkins
    @shrimpkins 20 ชั่วโมงที่ผ่านมา

    Wow, Geometryy models seem crazily expensive; wonder why they don't show any photos of what you're getting on the site...

  • @MikeCore
    @MikeCore วันที่ผ่านมา

    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)

    • @nine6107
      @nine6107 วันที่ผ่านมา

      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.

    • @Irrelavant__
      @Irrelavant__ 12 ชั่วโมงที่ผ่านมา

      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

    • @THmusic420
      @THmusic420 8 ชั่วโมงที่ผ่านมา

      ​​@@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?

    • @Irrelavant__
      @Irrelavant__ 8 ชั่วโมงที่ผ่านมา

      @@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.

    • @Irrelavant__
      @Irrelavant__ 8 ชั่วโมงที่ผ่านมา

      @@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.

  • @noname2031-w5r
    @noname2031-w5r วันที่ผ่านมา +6

    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............

    • @USBEN.
      @USBEN. 14 ชั่วโมงที่ผ่านมา

      Clickbait title moment.

    • @AnthonyRosbottom
      @AnthonyRosbottom 10 นาทีที่ผ่านมา

      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.

  • @devonroyer2577
    @devonroyer2577 วันที่ผ่านมา

    Noice