I don't need the example files as you made it very clear in those tutorials, but I am getting them mainly to support your awesome channel .. thanks again mate ;)
For Blender users: You can select the whole loop, press U for the UV menu and select 'follow active quads' to get an instant even stripe. Btw thanks for the amazing tutorials, I'm learning a lot with your channel!
For some reason that option did make an even stripe but it stretched my faces vertically even though the mesh was properly scaled. Not a big deal since I can easily squash them back down but would know why did that happen. Thanks for the tip btw!
@@vn2025 It helps to make the 'active' (or last selected face) into the shape you want the rest to follow. -i.e. if it's a square they'll all be squares.
Sir, I've been making game assets and environments for almost 3 years now in Blender and just came across this...this is by far the best tutorial series I've seen! Absolute gold! 🤯
This was time well spent. Absolutely loved this series. It's like netflix releasing all the episodes at once of a series you really wanted to watch. Had a great time learning this whole process. Thanks a lot for the awesome content! Cheers.
I am a sculptor and modeler in blender and in the more than 3 years that I have been developing video games, I have not found a tutorial like this, thank you very much, greetings from Argentina! :D
Im an game artist that works with Blender since nearly three years, I watched probably hundreds of tutorials, I think this is the best one ive seen. Its incredible how much information I gained thru this tutorial series. Kudos to you
Maya users: The way I get straight UVs is this: 1) Unfold as you normally would. 2) Make sure to have an edgeloop running down the length of the curved shell that you want to straighten. (you could delete it afterwards if you don't need it) Select this loop and find the "Straighten Shell" option in the UV toolkit under the unfold tab. 3) That should get you almost there. Select the uv's of the shell and select "Straighten UVs". Sometimes you need to mess around with which edge you use to straighten the shell. I think this method is quite fast and the Maya does the work for you :)
If your shell is almost straight already, you can skip the Straighten Shell step and just select the UVs and use Straighten UVs. Another nice option to mess around with is the "Unfold Along U or V" option.
Thanks for the tip, but that sadly didn't work for me :( If I add an Edgeloop inside of the ring (I just used the pipe primitive for testing purposes :)) select it and then hit "Straighten Shell" all it does is this weird bug(?) where it minimized the whole shell to a tiny dot that becomes unscale & -editable (btw, wtf is that even about? Hate when that happens, thank god it can be fixed with a simple UV projection, but still, wtf) What I managed to do without much hassle was to make a cylindrical projection, which then made the strip a line, but I then selected the edges in the viewport and moved those up inside of the UV editor (which also moved them on the bordering shell of course, but that was the best I could achieve without having to "handcraft" the UVs ^^) And all did in the pipe primitive, so no idea how that will perform on a "real" mesh 🙈
@@angiemon897 That def sounds like a bug. I guess make sure you've deleted your history first before unwrapping. I know that can sometimes cause issues. A cylinder should naturally unwrap into a rectangle though, you shouldn't need to straighten the shell for that kind of primitive. Maybe email me some screenshots if you're still having issues and I'll see what I can help with.
Thank you so much Tim! Dunno what to say other than to express my deepest gratitude to you for so generously sharing this knowledge in such a well made and thorough way. You're enhancing the life of every 3D Game Artist who learns this stuff through the internet and really wants to wrap his/her head around it. Invaluable. Thanks for your effort making these. I think this will be filling the gaps of information on this topic on the net very well and will help aspiring 3D Game Artists for generations to come.
This was so useful! I finally feel like I have a deeper understanding of the workflow that goes into making professional level props. Also, my mind was completely blown at the “pull the edges downward when extruding for a normal map” tip from the first video. That’s why my normal maps were turning out like shit! Thank you for helping me realize that.
8:30 for Maya users: You can select all edges you need to sew, then deselect one edge and do move and sew once. Saves a lot of time. btw Tim: Awesome series as always!
So there's no way in max to do this.. We have to select each edge and sew them one by one? (I'm just starting out learning how to use 3DS max (maya user here))
I am amused that max’s UV editor is still slow as hell when you try to unwrap something heavy or try to make layout of several complex models in one UV space. And I’m not even talking about that its separate modifier... I literally don’t unwrap there anything besides cubes)
One of the key features of 3DS Max UVs that no other program has is the ability to save and load the UVs as a separate file. This has saved me so many times. I end up having many versions saved of a UV Unwrap. Save your UVs regularly as you work on them!
@@PolygonAcademy I didn't receive any notification about your tuts from the last few months. I thought I had subscribed to your channel to prevent this but it seems like I didn't. I caught it up now!
I have a suggestion for future tutorial series if you will - since trims are already covered, one other huge pillar of modern asset pipeline is decals, specifically those that allow you to add geometric details to mesh without modeling them or unwrapping the mesh to unique islands (Like bolts, hatches and so on). I think that technique is called "deferred decals" or something similar. I would especially love to hear your opinion on how to do things like strips of the decals with which you make panel seams.
Today I completed my first trim texture ever and just imported the mesh into UE4. It ain't too spectacular but considering that before this channel I didn't even know what a trim texture was or that this was a way to make a modular kit for environments, it is a big deal for me. Thank you, you've definitely made me one big step closer to be working in the games industry some day! Also bought your Example Files for the ridiculous price you've set and I insist everyone to do the same! :D Cheers!
7:57 when stitching you can select all vertical edges in the uv editor, then deselect the edge where you want the seam to be on the mesh, then stitch them. this will save a lot of time. good clean and straight forward set of tutorials, have recommended them
Hi Tim, I dunno if you have covered this already, but I think a key thing for Environment artists to know is when to use a certain technique. Namely, when to model a bespoke section, modular pieces (unique or trim textures), Place-able assets (unique or trim textures). I know I have to teach almost all juniors I have ever taught this... grats on the 150K :)
If you're using blender, there's a fantastic addon call "Uv Squares" you just select the faces, press the button and it will automatically arrange the uvs into a square grid or one dependant on the size of the faces. You can also use follow active quad with a face selected to straighten the uv's but this doesn't work on more complex geometry.
This series legitimately helped me feel so much more confident with making game assets. I was struggling to find the right pipeline. but these tricks have helped so much (even though I use maya)
This Series is EPIC!!!!!. All the questions I had watching the trim sheets tutorial and all the mystery I felt around " How, Why, What " about Trim sheets and Lightmaps. Everything explained clear in this. Would highly recommend this tutorial as a lot of self taught artist trying to enter the industry miss on this or do not totally understand this clearly. This is absolutely the best . Cheers and thanks for the content.
If you are working in Autodesk Maya and trying to turn all of the faces into a square like Tim does in 3ds max. The tool you want to use is called Unitize. It will turn each face of the cylinder to match the 0 to 1 space and they will all be stacked. Then you can just move one shell off of the rest and unfold and then basically just select all the edges and move and sew them all together.
I am a mayaLT / unity user, I also follow your tutorial / get 1st trim sheet done, Thank you for these amazing tutorials!! The 'random things' you talked about is also valuable. I have to re- play to absorb more information cause my English bad.. Thank you :)
Tim, thanks so much for all this amazing content you produce. Before I was uniquely unwrapping everything which takes ages. Thanks to you I see a huge benefit of trimsheets, cannot wait to try it out on the next project. And thanks for showing the unwrapping techniques, I cannot stress enough how helpful it is. Take care man.
Great stuff Tim, as usual. One quick tip about selecting loops, you don't have to select edges and convert them to polygons. Just select one polygon, hold Shift, then select a polygon next to it.
Dude this series is so insightful! Can't stress enough how many great tips are in there. Thanks a lot for taking the time to make this. That last tip on getting your mesh updated in Substance by keeping the same material name was such a good little bonus at the end! I had no idea >< Looking forward to what you put out next. Cheers
Thank you so much for sharing, when we started using this method in my studio your first video taught me a lot, and now seeing more of the potential and posibilities it has really inspired me for future projects. Thank you so much!
thank you very much for these tutorials, super helpful, packed with tons of experienced information and tips, and for free. Mindblowingly awesome, thank you !
I didn't realize that I have been using trim sheets for my projects for about 5 years lol I do like that this video series went more in depth with trim sheets and how to properly setup and utilize them. Looking at someone using 3DS also, I had forgot how cumbersome 3DS could be haha I haven't used 3DS max or Maya since Blender 2.8 came out. Now in Blender 3.0 UVing and texturing is so much quicker than in 3DS max.
awesome, yea i gotta learn blender, I rarely do any 3d modeling anymore so i would be hella rusty either way, but keep hearing how blender is just amazing now.
Great series, every step uncomplicated super easy to understand, yet taking us from a-z aaa level work. Only thing confusing me why there is someone hitting 'I dislike this' :o
Have been looking for lightmapping tutorial and I learned how you used the channel 1 (probably for texture) and channel 2 for lightmap uv creation in unwrap uvw modifier. Overall thanks for this tutorial!
Man, these are great 4 tutorials. Watched them all to refresh my memory and remembered some things that i forgot :) All things you're doing in Max are almost the same as in Maya, just different command names. Anyway, this mini-series help me and I just want to thank You and hope that You're gonna upload more great stuff. I subscribed to Your channel and now I'll be watching on you :D
If your using 3DSMax. I highly recommend installing and using the TexTools plugin. Has a ton of handy features to make your UV experience nice and breezy.
For anyone in Maya, Malcom 341's gridify uvs is a godsend, it works like blender's uv squares plugin and allows you to instantly grid out a face selection and control your seam location by multi selecting the edge you want to cut
WOW, this technique is great and now I want to use it everywhere! Thank you very much for this series of tutorials, I don't really speak English but I was able to understand most of the things. By the way, you mentioned it in the video and it would be great if you do some of this but sci-fi oriented. Thank you again! And sorry for my English, I literally use a google translator.
Hey Tim, for the cylindrical items I like to use "unfold strip from loop" and run "straighten selection" or planer map the top surface and break one of the edges connections in UVW and also run "straighten selection". This will often result in a very even intervals so long as you reset X-form prior to opening the "UVW"
Trims are dreams hahahahaha anyway keep it up Tim watching this stuff for fun honestly.I remember working my first time with trims and stuff and it was a pain .
Thanks a lot for this tutorial, I was confused about the use case of trim sheets and you showed up with your tutorials and now I'm all cleared up! Thanks a lot! :)
massage the uvs until its not super noticeable, but 99% of the time the camera wont ever be so close to notice in most games, especially during gameplay with bullets flying, explosions going off etc etc haha
@@PolygonAcademy thanks for the quick response! ah, that's what I thought it might be.. no seam blending of some kind is feasible? I only ask as trims are completely new for me as I do characters usually(your 4 part vid was super useful). I'm making a 3d sidescroller so massaging may be ok as my game has toon style graphics. Out of curiosity what future vids do you have planned? Love the channel and I think I have just finished all the vids you have XD
Hey Tim thanks a lot for this tutorial series , it's really awesome ! I have a question regarding the UV packing , i always thought u have to pack all the UVs into the 0 to 1 UV space , but with the first set of UVs you did (not the lightmap ones) , where it's all stripes , most stripes go beyond the 0 to 1 UV space , is this a normal and acceptable thing to do ? i always thought you can't go beyond those limits when you export it out of max/maya/blender . thanks a lot again ! cheers. Edit : I actually see that someone basically asked the same question 5 days ago ! it's awesome to know that you can go beyond the 0-1 space , still a little difficult to wrap my head around it . but anyway thanks! love your work! this is one of the best channels out there !!!!
Hi! I love your videos, it helps me a lot. I just hope you would also make videos regarding "vertex painting". This would really help us to create variations whenever we will be using trims sheets and flat textures. Thank you so much. Looking forward for more videos from you!!
Hey, man! So happy to see new priceless content from you. For future videos consideration, would you mind showing the best ways to make environment bases and grounds? Making textures and normal maps work on large open meshes or plains is a mystery to me. If not, could you direct us somewhere we could learn from about that? Thanks again.
yup for sure, the solution would be to use tiling textures and then vertex blend them together for the easiest results. I will have a video on each of those topics sometime in the future
Thanks for this Tim, I learned a lot and finally finished my first trim texture, looks amateurish but hey, ill do this over and over til its perfect. I still got a small issue though. Ive bought your project examples, but could not find any clues in it how you painted the ornaments specifically with a different material. In your video you showcase a project which has this strip with the ornament being metallic while the strip itself is stone, Im wondering how you extracted the mask from the normal only for the ornament. Thanks in advance!
that one i just hand painted the material mask in substance painter to have metal on those parts. just painted on the flat texture map mode using my wacom tablet. took like 5 mins. no fancy masking techniques on that one hahah.
This has been mega informative. Thank you for your valuable lessons! I'm planning to do create my first trim sheet but i was always wondering how the meshes get "smooth/beveled" edges since you don't bake any HP to LP mesh. But i guess you have to align the edges of the UV's with the edges of the texture to get "smooth/beveled" edges?
There is a cost with having lots of UV Channels but it's not a huge deal unless you are wasteful. The one cost I'm definitely aware of is that for every UV Split it will have to split vertices in engine just like it does for materials, vertex colors, hard edges.. etc. It goes into your vertex count.
yea exactly. vertex count for current gen isnt usually the issue for performance, long before that you redcce materials, drawcalls and *tear*....lights. so while there is a cost it's minimal
This was super enjoyable and helpful, thank you so much. It's really clear the effort you put in to this series, everything was explained so well. One thing I was hoping for was you to go into a little more detail/show examples of the benefits of doing your own lightmap vs the Unreal default generation. Would help to see what an actual lightmap seam was. But that's less about the tutorial and more interest in the subject I knew the least about; and only sharing this because you asked for feedback,. The rest of the video was 10/10 and will absolutely help me out with my future game art, thanks again 😊
Okay so I purchased the project files and I'm just utterly dumbfounded... I'm getting memories coming back of when I used to dabble in this sort of thing in the Halo CE engine all those years ago as a lot of the older games engines use this technique. The problem is that the engine I make things for is about 10+ years old and not everybody has the computer power to see normals and specular (it's not a very well optimised game but I do a lot of freelance for the people who play it...) I've been messing about, using this method, for about 45 minutes now and am really enjoying it so far!
bless that day when i found UVLayout program, ui looks like 1995 webpage, but nothing beats it in terms of unwrapping. (unwrapping those circles in straight line takes liiterally 3 clicks there). Also thanks for the series. I wish i saw that when i just started 3d and troubleshooted all by myself.
Heads up, all the example files are 50% off for the next 48 hours : gumroad.com/l/Trims/trims50
I don't need the example files as you made it very clear in those tutorials, but I am getting them mainly to support your awesome channel .. thanks again mate ;)
@@m0rph3u5. thank you so much, I really appreciate the support :D
@@PolygonAcademy Hello i have a question, do trim sheets offer any advantage over shared samplers?
But why there no talk at texel density is it not important for game assets 🤔
You just released a 100$ worth of content for free. Thank you so much sir.
You’re welcome :)
For Blender users: You can select the whole loop, press U for the UV menu and select 'follow active quads' to get an instant even stripe.
Btw thanks for the amazing tutorials, I'm learning a lot with your channel!
awesome, thanks for sharing the info for blender peeps! cheers!
You can also use the UV Squares addon.
For some reason that option did make an even stripe but it stretched my faces vertically even though the mesh was properly scaled. Not a big deal since I can easily squash them back down but would know why did that happen. Thanks for the tip btw!
@@vn2025 It helps to make the 'active' (or last selected face) into the shape you want the rest to follow. -i.e. if it's a square they'll all be squares.
@@Izaharry Thanks, I lately figured this out, too, didn't realize that before. :)
So hard to find quality tutorials on youtube with environment stuff at a AAA standard. These videos are golden, please keep them coming!
thanks for the kind words! I want to create the content I wish i could find back when I was learning, it was a struggle!
Sir, I've been making game assets and environments for almost 3 years now in Blender and just came across this...this is by far the best tutorial series I've seen! Absolute gold! 🤯
so happy to read comments like this! glad it helped you out :) thanks for watching
This was time well spent. Absolutely loved this series. It's like netflix releasing all the episodes at once of a series you really wanted to watch. Had a great time learning this whole process. Thanks a lot for the awesome content! Cheers.
thanks! appreciate the love :)
After all these years this is still the best trim sheet tutorial on RUclips, cheers from Italy pal. Your way of teaching is super clear, thank you :)
I am a sculptor and modeler in blender and in the more than 3 years that I have been developing video games, I have not found a tutorial like this, thank you very much, greetings from Argentina! :D
Awesome, so happy to hear you enjoyed it :) I hope to visit Argentina one day! Thanks for watching
Im an game artist that works with Blender since nearly three years, I watched probably hundreds of tutorials, I think this is the best one ive seen. Its incredible how much information I gained thru this tutorial series. Kudos to you
always stoked to hear someone enjoyed the vids and learned something, thanks for watching!
Maya users: The way I get straight UVs is this:
1) Unfold as you normally would.
2) Make sure to have an edgeloop running down the length of the curved shell that you want to straighten. (you could delete it afterwards if you don't need it) Select this loop and find the "Straighten Shell" option in the UV toolkit under the unfold tab.
3) That should get you almost there. Select the uv's of the shell and select "Straighten UVs". Sometimes you need to mess around with which edge you use to straighten the shell.
I think this method is quite fast and the Maya does the work for you :)
If your shell is almost straight already, you can skip the Straighten Shell step and just select the UVs and use Straighten UVs. Another nice option to mess around with is the "Unfold Along U or V" option.
awesome thanks for the tips! im sure it will help the maya users on the channel!
I hope so :)
Thanks for the tip, but that sadly didn't work for me :( If I add an Edgeloop inside of the ring (I just used the pipe primitive for testing purposes :)) select it and then hit "Straighten Shell" all it does is this weird bug(?) where it minimized the whole shell to a tiny dot that becomes unscale & -editable (btw, wtf is that even about? Hate when that happens, thank god it can be fixed with a simple UV projection, but still, wtf)
What I managed to do without much hassle was to make a cylindrical projection, which then made the strip a line, but I then selected the edges in the viewport and moved those up inside of the UV editor (which also moved them on the bordering shell of course, but that was the best I could achieve without having to "handcraft" the UVs ^^)
And all did in the pipe primitive, so no idea how that will perform on a "real" mesh 🙈
@@angiemon897 That def sounds like a bug. I guess make sure you've deleted your history first before unwrapping. I know that can sometimes cause issues. A cylinder should naturally unwrap into a rectangle though, you shouldn't need to straighten the shell for that kind of primitive. Maybe email me some screenshots if you're still having issues and I'll see what I can help with.
Probably you won't see this, but you just saved my life
I read every comment :) glad it helped you out bro!
If I had the money, I would definitely support you. You are doing the community a great service, thank you.
no worries man! appreciate you watching :) glad the content is useful!
Part 1 and Part 4 have the same number of views! That's just so rare with the quality of free tutorials nowadays. Thanks a lot for them.
Thank you so much Tim! Dunno what to say other than to express my deepest gratitude to you for so generously sharing this knowledge in such a well made and thorough way. You're enhancing the life of every 3D Game Artist who learns this stuff through the internet and really wants to wrap his/her head around it. Invaluable. Thanks for your effort making these. I think this will be filling the gaps of information on this topic on the net very well and will help aspiring 3D Game Artists for generations to come.
Harry Sanders cheers! Thanks so much for your well thought out, in depth comments! Appreciate the love :) happy it helps!
This was so useful! I finally feel like I have a deeper understanding of the workflow that goes into making professional level props. Also, my mind was completely blown at the “pull the edges downward when extruding for a normal map” tip from the first video. That’s why my normal maps were turning out like shit! Thank you for helping me realize that.
YES! You're the one Tim. I've been searching everywhere for trim sheet tutorial. Then suddenly you uploaded four part of it. Thank you ! :)
you're welcome, enjoy!
8:30
for Maya users: You can select all edges you need to sew, then deselect one edge and do move and sew once. Saves a lot of time.
btw Tim: Awesome series as always!
good tip! thanks
So there's no way in max to do this.. We have to select each edge and sew them one by one? (I'm just starting out learning how to use 3DS max (maya user here))
I hate Maya but its UVs tools are great. Not sure you can really compare with Max lol
@@tetsuooshima832 yea i used maya at my first job and its snapping and uv tools were great
I am amused that max’s UV editor is still slow as hell when you try to unwrap something heavy or try to make layout of several complex models in one UV space. And I’m not even talking about that its separate modifier... I literally don’t unwrap there anything besides cubes)
One of the key features of 3DS Max UVs that no other program has is the ability to save and load the UVs as a separate file. This has saved me so many times. I end up having many versions saved of a UV Unwrap. Save your UVs regularly as you work on them!
yea thats a good point, i havent done that in years but totally useful!
First trim sheet tutorial that I' ve seen so far which also considers the topic lightmaps. Someone's listening to the community ^^ Thanks Tim!
Cheers! The overlapping uvs question was a repeated one in the first video i put out haha. Happy this helps!
@@PolygonAcademy
I didn't receive any notification about your tuts from the last few months. I thought I had subscribed to your channel to prevent this but it seems like I didn't. I caught it up now!
I have a suggestion for future tutorial series if you will - since trims are already covered, one other huge pillar of modern asset pipeline is decals, specifically those that allow you to add geometric details to mesh without modeling them or unwrapping the mesh to unique islands (Like bolts, hatches and so on). I think that technique is called "deferred decals" or something similar. I would especially love to hear your opinion on how to do things like strips of the decals with which you make panel seams.
yea I am planning something like that for a future video :)
Today I completed my first trim texture ever and just imported the mesh into UE4. It ain't too spectacular but considering that before this channel I didn't even know what a trim texture was or that this was a way to make a modular kit for environments, it is a big deal for me. Thank you, you've definitely made me one big step closer to be working in the games industry some day! Also bought your Example Files for the ridiculous price you've set and I insist everyone to do the same! :D Cheers!
congrats! completing a project like that for the first time is a big step :) appreciate the support!
@@PolygonAcademy Thanks!
This set of tutorials was huge for me my friend. I appreciate the time you spent making this
Awesome to hear! Thats why i do it :)
I really REALLY enjoyed this 4 part tutorial. Big thanks, tim, you are legend.
you're very welcome! thanks for watching them all, always stoked to hear people say it's useful :)
Tim, I can not express enough how much this series helped a beginner like me. Thank you very much I enjoyed every second of it! :)
you're welcome!
7:57 when stitching you can select all vertical edges in the uv editor, then deselect the edge where you want the seam to be on the mesh, then stitch them. this will save a lot of time.
good clean and straight forward set of tutorials, have recommended them
Ah cool, ill try that out :) glad you enjoyed the tutorials!
Hi Tim, I dunno if you have covered this already, but I think a key thing for Environment artists to know is when to use a certain technique.
Namely, when to model a bespoke section, modular pieces (unique or trim textures), Place-able assets (unique or trim textures).
I know I have to teach almost all juniors I have ever taught this... grats on the 150K :)
yea good point, i think i will include this in a video soon :)
If you're using blender, there's a fantastic addon call "Uv Squares"
you just select the faces, press the button and it will automatically arrange the uvs into a square grid or one dependant on the size of the faces.
You can also use follow active quad with a face selected to straighten the uv's but this doesn't work on more complex geometry.
Sick! Thanks for sharing :)
Go for textools. It includes uvsquares and has a bunch of other useful features as well.
@@NoTengoIdeaGuey I'll definitely have a a look at that, thanks!
This was an excellent series of tutorials about trim sheets! Thank you.
Cheers! Glad you enjoyed, thanks for watching!
This series legitimately helped me feel so much more confident with making game assets. I was struggling to find the right pipeline. but these tricks have helped so much (even though I use maya)
awesome to hear that! thanks for watching!
This Series is EPIC!!!!!. All the questions I had watching the trim sheets tutorial and all the mystery I felt around " How, Why, What " about Trim sheets and Lightmaps. Everything explained clear in this. Would highly recommend this tutorial as a lot of self taught artist trying to enter the industry miss on this or do not totally understand this clearly. This is absolutely the best . Cheers and thanks for the content.
thanks so much, this is a ringing endorsement that everything I am doing is actually effective :) appreciate the love!
If you are working in Autodesk Maya and trying to turn all of the faces into a square like Tim does in 3ds max. The tool you want to use is called Unitize. It will turn each face of the cylinder to match the 0 to 1 space and they will all be stacked. Then you can just move one shell off of the rest and unfold and then basically just select all the edges and move and sew them all together.
Awesome, thanks for sharing! Thats good to know :)
Absolutely mind blowing what can be done with trim sheets, really want to spend some time learning this skill. Awesome series man!
What?! 4 videos? is this heaven? Thanks Mate!!
its been so long since I uploaded, had to make it worth the wait :D
I am a mayaLT / unity user, I also follow your tutorial / get 1st trim sheet done, Thank you for these amazing tutorials!! The 'random things' you talked about is also valuable. I have to re- play to absorb more information cause my English bad.. Thank you :)
awesome, happy to hear that! thanks for watching :)
What a great video! Thank you so much for that. I've been struggling with Unity lightmaps for years and you clarified why.
Tim, thanks so much for all this amazing content you produce. Before I was uniquely unwrapping everything which takes ages. Thanks to you I see a huge benefit of trimsheets, cannot wait to try it out on the next project. And thanks for showing the unwrapping techniques, I cannot stress enough how helpful it is. Take care man.
awesome, glad it helped, thanks for watching!
Excellent series! Just watched all four and many helpful tips. Thx for sharing with the community!
you're welcome, thanks for watching!
If you get stretching on cylindrical strips you can try to add more edge loops there. It just didn't have enough topology to make it smooth.
yup, you got it :)
Awesome series Tim, these are always a instant watch for me. Look forward to more!
Thanks anthony :)
Wonderful tutorial series! Thanks so much for sharing your knowledge and work flow. Can't wait to apply this process to some of my own designs.
Cheers! So happy yo hear you enjoyed it :)
Super useful and understandable videos, you rock Tim!
Happy to hear! Thanks for watching :)
Great stuff Tim, as usual. One quick tip about selecting loops, you don't have to select edges and convert them to polygons. Just select one polygon, hold Shift, then select a polygon next to it.
Oh awesome , didnt know that, thanks!
Dude this series is so insightful! Can't stress enough how many great tips are in there. Thanks a lot for taking the time to make this. That last tip on getting your mesh updated in Substance by keeping the same material name was such a good little bonus at the end! I had no idea >< Looking forward to what you put out next. Cheers
Thanks jake!
Extremely nice tutorial! Very clear and great tips in every aspect of the pipeline. Thank you!
Thank you 4 sharing such a powerful workflow! That's really awesome!
Thank you so much for sharing, when we started using this method in my studio your first video taught me a lot, and now seeing more of the potential and posibilities it has really inspired me for future projects. Thank you so much!
cheers Jose :)
thank you very much for these tutorials, super helpful, packed with tons of experienced information and tips, and for free. Mindblowingly awesome, thank you !
you're very welcome :) thanks for watching
Thank you for the tutorial! It's a must for environment art
no problem. definitley one of my go to skills!
I didn't realize that I have been using trim sheets for my projects for about 5 years lol
I do like that this video series went more in depth with trim sheets and how to properly setup and utilize them.
Looking at someone using 3DS also, I had forgot how cumbersome 3DS could be haha
I haven't used 3DS max or Maya since Blender 2.8 came out.
Now in Blender 3.0 UVing and texturing is so much quicker than in 3DS max.
awesome, yea i gotta learn blender, I rarely do any 3d modeling anymore so i would be hella rusty either way, but keep hearing how blender is just amazing now.
Never going to use 3DS Max or ZBrush to do this, But, I AM going to use allll the principles I learnt in this series. Thank you so much!
Cheers! I tried to keep it broad enough that it can be adapted to most workflows :)
A lot of gold information you share here ! Thank you very so much !! 😲😱
It has been a really nice serie of tutorials, good tips! Hope to see more. Thanks!
Congrats on 15k! Will be watching this now at work during downtime. Cheers and thanks for all the content! :)
thanks! will be doing something special to celebrate that soon! appreciate you watching!
im really excited for trimsheet making more and more!
Very helpful this approach saves a ton of time
Cheers! Glad it helped you out :)
Great series, every step uncomplicated super easy to understand, yet taking us from a-z aaa level work. Only thing confusing me why there is someone hitting 'I dislike this' :o
Cheers :) i dont mind dislikes, any form of engagement helps the channel! Haters gonna hate, ainters gonna aint 😁
Awesome Tutorial! Really helped me to get started with Trim Sheets. Thanks!
Thanks! Glad it helped :)
That was super informative series, hope to see some similar ones in the future, thanks!)
Have been looking for lightmapping tutorial and I learned how you used the channel 1 (probably for texture) and channel 2 for lightmap uv creation in unwrap uvw modifier. Overall thanks for this tutorial!
you're welcome, glad you enjoyed it!
Great tutorials and great teacher!
Watching this in 2020, still damn useful. I finally understand trimsheets.
Man, these are great 4 tutorials. Watched them all to refresh my memory and remembered some things that i forgot :) All things you're doing in Max are almost the same as in Maya, just different command names. Anyway, this mini-series help me and I just want to thank You and hope that You're gonna upload more great stuff. I subscribed to Your channel and now I'll be watching on you :D
If your using 3DSMax. I highly recommend installing and using the TexTools plugin. Has a ton of handy features to make your UV experience nice and breezy.
Good call, i remember using it years ago and then just kinda forgot about it haha. I gotta install it again!
For anyone in Maya, Malcom 341's gridify uvs is a godsend, it works like blender's uv squares plugin and allows you to instantly grid out a face selection and control your seam location by multi selecting the edge you want to cut
awesome, thanks for sharing :)
I'm new to the channel but I absolutely loved this series, it was very helpful and I definitely wish I was taught about it in school!
welcome, thanks for watching, hope you enjoy my other vids too :D
WOW, this technique is great and now I want to use it everywhere! Thank you very much for this series of tutorials, I don't really speak English but I was able to understand most of the things. By the way, you mentioned it in the video and it would be great if you do some of this but sci-fi oriented.
Thank you again! And sorry for my English, I literally use a google translator.
Hey Tim, for the cylindrical items I like to use "unfold strip from loop" and run "straighten selection" or planer map the top surface and break one of the edges connections in UVW and also run "straighten selection". This will often result in a very even intervals so long as you reset X-form prior to opening the "UVW"
hell yea, good tip, that straighten selection button is super handy!
Excellent tutorial! I just subscribed and can't wait to see more content of this quality
Thanks! Really happy you enjoyed it :)
Completely understandable for beginner :)
Thank you so much, man. I'm learning a lot with your videos. You are making the difference. I hope to be like you in the future : )
Trims are dreams hahahahaha anyway keep it up Tim watching this stuff for fun honestly.I remember working my first time with trims and stuff and it was a pain .
Cheers! Thanks for watching :)
This makes me very glad for the existence of the Zen UV Blender addon.
Badass Tim, great tutorial!
This was a great series, many thanks.
You’re welcome :)
I am a student living in Korea. I can't speak English, but I'd like to thank you through the translator. Thank you!
Happy you liked it! Thank you for watching :)
So the trim sheet worflow is essentially reverse psychology. It's about not making the texture fit the UV, but rather making the UV fit the texture.
hahah yea exactly :)
I think this is the only full process of trim sheets tutorial on youtube.. great work tim, kissing u from your bald head :p
hahah thanks! there are other ways of making trims, but I find this way fun :) cheers!
Thanks a lot for this tutorial, I was confused about the use case of trim sheets and you showed up with your tutorials and now I'm all cleared up! Thanks a lot! :)
this set of videos has been super helpful but how do you go about removing that black edge where the edges meet?
massage the uvs until its not super noticeable, but 99% of the time the camera wont ever be so close to notice in most games, especially during gameplay with bullets flying, explosions going off etc etc haha
@@PolygonAcademy thanks for the quick response! ah, that's what I thought it might be.. no seam blending of some kind is feasible?
I only ask as trims are completely new for me as I do characters usually(your 4 part vid was super useful).
I'm making a 3d sidescroller so massaging may be ok as my game has toon style graphics.
Out of curiosity what future vids do you have planned? Love the channel and I think I have just finished all the vids you have XD
Cool to use it with weighted normals and corner decals
yea you totally could do that as well
thank you, for doing this!!
Hey Tim thanks a lot for this tutorial series , it's really awesome !
I have a question regarding the UV packing , i always thought u have to pack all the UVs into the 0 to 1 UV space , but with the first set of UVs you did (not the lightmap ones) , where it's all stripes , most stripes go beyond the 0 to 1 UV space , is this a normal and acceptable thing to do ? i always thought you can't go beyond those limits when you export it out of max/maya/blender .
thanks a lot again ! cheers.
Edit : I actually see that someone basically asked the same question 5 days ago ! it's awesome to know that you can go beyond the 0-1 space , still a little difficult to wrap my head around it . but anyway thanks! love your work! this is one of the best channels out there !!!!
thanks! yea totally normal go go way outside of 0-1 space in pretty much every engine out there :) thanks for watching!
you teach better than the 80k school I'm going to lol. Thanks for the amazing content!
Justin Lane on one hand thats awesome! On the other.....ouuuf! Hope your school improves to be worth the money :) thanks for watching and the support!
Hi! I love your videos, it helps me a lot. I just hope you would also make videos regarding "vertex painting". This would really help us to create variations whenever we will be using trims sheets and flat textures. Thank you so much. Looking forward for more videos from you!!
Hey, man! So happy to see new priceless content from you.
For future videos consideration, would you mind showing the best ways to make environment bases and grounds? Making textures and normal maps work on large open meshes or plains is a mystery to me. If not, could you direct us somewhere we could learn from about that? Thanks again.
yup for sure, the solution would be to use tiling textures and then vertex blend them together for the easiest results. I will have a video on each of those topics sometime in the future
@@PolygonAcademy Thanks for the info, Tim! That really helps and I'm looking forward to more content from you. Keep up the invaluable work!
Thanks for this Tim, I learned a lot and finally finished my first trim texture, looks amateurish but hey, ill do this over and over til its perfect.
I still got a small issue though. Ive bought your project examples, but could not find any clues in it how you painted the ornaments specifically with a different material.
In your video you showcase a project which has this strip with the ornament being metallic while the strip itself is stone, Im wondering how you extracted the mask from the normal only for the ornament. Thanks in advance!
that one i just hand painted the material mask in substance painter to have metal on those parts. just painted on the flat texture map mode using my wacom tablet. took like 5 mins. no fancy masking techniques on that one hahah.
Dude! This is brilliant!
dope! its a bit long but I think it covers almost everyones questions haha
Good work, it’s really helpful.
Hi Tim!
Thanks so much for the awesome tutorial and the cool tips I always knew I needed but never knew where to get them.
This has been mega informative. Thank you for your valuable lessons! I'm planning to do create my first trim sheet but i was always wondering how the meshes get "smooth/beveled" edges since you don't bake any HP to LP mesh. But i guess you have to align the edges of the UV's with the edges of the texture to get "smooth/beveled" edges?
You got it :) its a sneaky little trick but super useful, thanks for watching!
I really appreciate the time you put into this amazing tutorial. Thank you X1000000
you're welcome :D
There is a cost with having lots of UV Channels but it's not a huge deal unless you are wasteful.
The one cost I'm definitely aware of is that for every UV Split it will have to split vertices in engine just like it does for materials, vertex colors, hard edges.. etc. It goes into your vertex count.
yea exactly. vertex count for current gen isnt usually the issue for performance, long before that you redcce materials, drawcalls and *tear*....lights. so while there is a cost it's minimal
Thanks for sharing. Great tutorial.
Thank you so much for these videos
You’re welcome :)
This was super enjoyable and helpful, thank you so much. It's really clear the effort you put in to this series, everything was explained so well. One thing I was hoping for was you to go into a little more detail/show examples of the benefits of doing your own lightmap vs the Unreal default generation. Would help to see what an actual lightmap seam was. But that's less about the tutorial and more interest in the subject I knew the least about; and only sharing this because you asked for feedback,. The rest of the video was 10/10 and will absolutely help me out with my future game art, thanks again 😊
Tremendously helpful.
thats what I like to hear! thanks for watching
Okay so I purchased the project files and I'm just utterly dumbfounded... I'm getting memories coming back of when I used to dabble in this sort of thing in the Halo CE engine all those years ago as a lot of the older games engines use this technique. The problem is that the engine I make things for is about 10+ years old and not everybody has the computer power to see normals and specular (it's not a very well optimised game but I do a lot of freelance for the people who play it...) I've been messing about, using this method, for about 45 minutes now and am really enjoying it so far!
awesome, thanks so much for the support :) glad the files came in handy, enjoy!
Great series! amazing! thank you so much!
You got it! Thanks for watching :)
I guess I am one of the rare cases who loves laying out UV's. It's always a nice challenge. Like playing Tetris haha
Yea it can be a good puzzle sometimes, the more you do them, the quicker and second nature they become
bless that day when i found UVLayout program, ui looks like 1995 webpage, but nothing beats it in terms of unwrapping. (unwrapping those circles in straight line takes liiterally 3 clicks there).
Also thanks for the series. I wish i saw that when i just started 3d and troubleshooted all by myself.
Andrew awesome ill check it out!