this is a phenomenal breakdown of a trim sheet process. I used this method to build a dungeon entrance and this breakdown was instrumental in the creation process. thanks!
A full version of this tutorial is in the works with no speed ups and narrated This will be a 5 hour version so it will take a bit to edit but it has been requested enough to be worth it
This was awesome, great work & explanation. Definitely one of the best trim sheet tutorials I've every come across and the foliage elements were super enlightening as well.
Thanks for this great tutorial - when you were applying that trim sheet to all the low poly assets I almost had a heart attack, I was like "THIS IS SO GOOOOOOOOOD" :D Also, very much to the point, I love that so much insight is condensed in such a short video. Well done!
Trim sheets on low poly for stylized assets or structural assets are a life saver it makes you be able to create a hero texture for non hero assets and makes your textures impact so much more
One Tip, in case u did not figure that out: instead of manually painting in the different materials in SD you can also assign vertex colors inside blender to the different meshes and then bake those vertex colors on the ID map while baking. When creating masks you can then select the IDs you baked from the Vertex Colors. I found myselfe saving a lot of time that way and thought thats maybe usefull :)
You are correct and that is a way to do it . however with the more verts and bening the planes sllightly you get more life in the foilage because it is not just on a flat plane . it depends what the users view is on the plants
Hi, This is a great breakdown, you did it better than people who are paid professionally to teach this stuff! I'm looking to make a trim sheet for a hedgemaze garden scene I'm working on and was wondering how best to go about making one for the hedgemaze I'm making or if I would be better attacking it in a different way? I'm a first year game design student so I'm still learning, any help would be greatly appreciated.
This is pretty much the best trim sheet workflow i have found . you could potentially use something like quixel to get the textures you need as well and split the materials you want to use so ground wall roof that type of thing would be a square or a line on their own Hope this helps
It did actually! For some reason I was seeing the only way I could make a trim sheet was if it was Sci Fi based but now I've wrapped my head around in I get it. Thank you so much. You're work is very good by the way!@@KobusViljoenArt
I've been watching tutorials on the trim sheet method for months and I have to say this is the best of them all!
Thank you so much i am glad it heled you on your 3d journey
this is a phenomenal breakdown of a trim sheet process. I used this method to build a dungeon entrance and this breakdown was instrumental in the creation process. thanks!
Thats awesome to hear hope it helps with your future projects :)
A full version of this tutorial is in the works with no speed ups and narrated
This will be a 5 hour version so it will take a bit to edit but it has been requested enough to be worth it
This was awesome, great work & explanation. Definitely one of the best trim sheet tutorials I've every come across and the foliage elements were super enlightening as well.
Glad it helped you :) i will be releasing full version in a bit as well without skipped parts
Incredible tutorial, clear, paced well, and slots perfectly into my workflow, thank you for making this!
So glad it helped you . Good luck with perfecting your workflows
Thank you so much for this tutorial. I learned a lot of things from this.
Glad it helped you :)
Thanks for this great tutorial - when you were applying that trim sheet to all the low poly assets I almost had a heart attack, I was like "THIS IS SO GOOOOOOOOOD" :D
Also, very much to the point, I love that so much insight is condensed in such a short video. Well done!
Trim sheets on low poly for stylized assets or structural assets are a life saver it makes you be able to create a hero texture for non hero assets and makes your textures impact so much more
Thank you so much for this tutorial it really help me while working on a commercial projects.
You're very welcome! glad it helped
The most useful video about trim sheets around youtube. Thanks, man.
So glad you found this helpfull in your 3d journey :)
Agreed, it's really hard to find good general advice about Trim Sheets but this is ideal.
I'm one year late, but I am glad I have found your video, it is so inspiring
So glad you find it helpful :D
One Tip, in case u did not figure that out: instead of manually painting in the different materials in SD you can also assign vertex colors inside blender to the different meshes and then bake those vertex colors on the ID map while baking. When creating masks you can then select the IDs you baked from the Vertex Colors. I found myselfe saving a lot of time that way and thought thats maybe usefull :)
I am aware of this trick i at this point in my workflows did not use it as often as i do currently
Hey man! Thats a fantastic tutorial! Very well explained! New sub!
I am very glad you enjoyed it :) Good luck in your journey
I'm currently in Term 2 of Vertex School! Thanks so much for the breakdown from a fellow alumni!
Glad you found it usefull and goodluck with Vertex they heled me so much propel my career forward
WOAHH I'm new to 3d but damn this is a very fast way to do stuff, 3d doesn't have to be complicated at all.
Often mastery isnt magic its just process so as soon as you find a nice efficient way to do something it seems effortless
Thank you for the explanation.. that ivy is the best part!!
Thank you glad it was helpful!
this tutorial is frikin amazing ty!!
So glad it was helpfull :)
Feels like using square planes for the ivy would save on vertices, as your small planes have more than 4 vertices per plane. Or am i wrong?
You are correct and that is a way to do it . however with the more verts and bening the planes sllightly you get more life in the foilage because it is not just on a flat plane . it depends what the users view is on the plants
Hi, This is a great breakdown, you did it better than people who are paid professionally to teach this stuff! I'm looking to make a trim sheet for a hedgemaze garden scene I'm working on and was wondering how best to go about making one for the hedgemaze I'm making or if I would be better attacking it in a different way? I'm a first year game design student so I'm still learning, any help would be greatly appreciated.
This is pretty much the best trim sheet workflow i have found . you could potentially use something like quixel to get the textures you need as well and split the materials you want to use so ground wall roof that type of thing would be a square or a line on their own
Hope this helps
It did actually! For some reason I was seeing the only way I could make a trim sheet was if it was Sci Fi based but now I've wrapped my head around in I get it. Thank you so much. You're work is very good by the way!@@KobusViljoenArt
Did i miss something or did you go from blender to substance with the sculpt without UV unwrapping?
No Uv unwrapping is needed on that step as we are baking to a plane that already has a 1:1 UV space
@@KobusViljoenArt one one the most important steps to be left out on the tutorial
@@tonycezar1645 In future i will post shortened and full tutorials that no information is lost
Would gladly pay for a slower step by step on this, especially for substance piece
I would for sure keep that in mind and create a slower version with all steps explained
The more I know!
why didn't you just cut out the leaf texture to create ivy
Because this would not have given me the normal and height information to create more 3d feeling ivy . for distance using flat ivy is fine
Thank you, very helpful
So glad you found it helpfull . good luck in your journey
thank you very much.
You are welcome! :)
Thanks Kobus, nou moet jy nog net die ding in Afrikaans doen dan leer ek dubbel so vinnig!
Ek dink nie daar is genoeg mense wat dit sou wou leer in Afrikaans nie dit sal n baie interesante ding wees
hey man what about the sides of the cubes/pieces of the trim texture?