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 :)
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.
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
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
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
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!