Trim Sheets Texture Atlas Tutorial

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  • Опубликовано: 27 июл 2024
  • Today we're going to take a quick look at Trim Sheets texturing approach in game industry.
    And as always, my Patrons will get cool bonuses and all project files ;)
    Sketchfab model: sketchfab.com/3d-models/churc...
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Комментарии • 16

  • @arpeegee_studio
    @arpeegee_studio 2 месяца назад +1

    great tutorial, and the best explanation of trim sheets around!

    • @PanRomanCG
      @PanRomanCG  2 месяца назад +1

      Thanks man! Check my other tutorials, you can find plenty of good information there.

  • @adosadios
    @adosadios 2 месяца назад +1

    загалом непогано :) коротесенько, в темпі, без розтягнутої дурні. як ознайомче відео - цілком навіть чудово.

    • @PanRomanCG
      @PanRomanCG  2 месяца назад

      Швидко та по суті;) Як і в ycix інших туторах, які точно треба глянути ;)

  • @Yevheniia_Draw
    @Yevheniia_Draw Месяц назад +1

    Неймовірно корисне відео для мене! Дякую!!!🤩

    • @PanRomanCG
      @PanRomanCG  28 дней назад

      Радий що допомогло! Чекаю у iнших туторах ;)

  • @Merkygloom
    @Merkygloom Месяц назад +1

    I will use Maya but the process seems very simple!

    • @PanRomanCG
      @PanRomanCG  28 дней назад

      You just need to know how to do it, software is not important ;)

  • @Maskeowl
    @Maskeowl 24 дня назад +1

    WHERE WERE YOU

    • @Maskeowl
      @Maskeowl 24 дня назад

      F İ TOUGHT U GONA SHOW HOW YOU MADE THE TRİMSHEET/TEX ATLAS

    • @PanRomanCG
      @PanRomanCG  24 дня назад

      "...when everything was fallin' apart?" :)

  • @Korczys
    @Korczys Месяц назад +1

    The model looks great, Thank you very much for explaining this method! Will this method also work when you need a model for an FPS game or close-up animation? It's not like such an atlas would require at least 8k textures? On the other hand, you mention that Kingdom Come uses it and Manor Lord, and there is a lot of detail there. In Manor lords you can clearly see how the normal map works with the grain of the boards. I am struggling with such a problem because I am modeling a church for a personal project, in which I would also like to walk around inside, and inside I would like to add polychromes on the walls. I would like to approach this in the most optimized way possible. Now I use seamless texture separately, for example on external walls, and mix it with noise to lose the repetitions. If I were to burn it to atlas and keep the details, it would probably take 16k :)

    • @Korczys
      @Korczys Месяц назад

      I have already made texture atlases, but so far they concerned small objects.

    • @PanRomanCG
      @PanRomanCG  Месяц назад +2

      Hey! Thank you! Sure, many FPS games use the trim sheet method. You can always use UDIMS to make several trim sheets for internal and external parts or different materials packs. Moreover, just recently Rizom announced version 2024 with trim sheet tool, definitely check this out.

    • @Korczys
      @Korczys Месяц назад +1

      @@PanRomanCG Wow, Thanks! This is a valuable lead for me and I will definitely investigate it. This is definitely the direction I should go.

    • @PanRomanCG
      @PanRomanCG  Месяц назад +1

      @@Korczys Glad to help you ;) Check my other tutorials and become my patron to get even more valuable information ;)