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Creating Detailed Floors for Games Using Trim Sheets + Tiling Textures (UE5) 

Tiedie
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Hello everyone and thanks for checking out this new tutorial. In this video, we will be going over how to create detailed patterned floors for games. We will be using Maya and UE5, but these techniques are universal. Everything here can be followed along regardless of you’re software package.
We’ll be going over making quick trim sheets and breaking down a patterned floor from Nier Replicant that we will attempt to recreate.
If you are interested, I’ve attached the project files below, but they are not needed to follow this tutorial. I hope you learned something and enjoyed 😊
Thank you Rizom UV for sponsoring this video! Please check them out here: www.rizom-lab....
Rizom UV on RU-vid: / @rizomuv
Free Tutorial Series on UV Layout Techniques: • Understanding UV Layou...
Scene Files / Support these Uploads: gumroad.com/dy...
Vertex Paining Resource: • UE4: Detailed Texture ...

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1 окт 2024

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Комментарии : 75   
@Croissamie
@Croissamie 3 года назад
Thank you for the video! This is so valuable :) A question! What would be the pros and cons of, instead of having a big plane with cuts, making the "U" pieces a separte bit of geometry that is a little bit above the ground plane? I never know how to approach these, I think I lack a criteria so it would be nice to hear your thoughts!
@tiedie
@tiedie 3 года назад
good question! I suppose either way would be totally fine at the end of the day. I opted for this method just to keep things all together and (in my opinion) easier to work with. I can see how vert painting might be easier if things are separated as you can divide them up more cleanly. In fact the more I think about it the more your idea works, but it might be trickier to align things at a micro level, and lightmaps would bake very strange. Its all dependent on the situation, If I were to redo this I might do it how you described, would be faster
@clonkex
@clonkex Год назад
The issue I see with making a separate piece of geo is that you risk z-fighting.
@morelloreanode
@morelloreanode Год назад
How to get the plugin uvMapper v3.2?
@fattyhacker5745
@fattyhacker5745 3 года назад
Your videos have given me more industry techniques than 3 years of college and you're doing it for free. Wish I could like the video twice. Also the surrounding content with facecam and talking about games passionately adds a lot of character to the video, keep it up!
@tiedie
@tiedie 3 года назад
means a lot, thanks so much
@TehPascu
@TehPascu 3 года назад
This video is a gem. I have a little difficulty making large environments, and this video has opened my mind as to how to deal with certain problems. Thank you so much, I look forward to more content like this!
@tiedie
@tiedie 3 года назад
It'll speed things up a ton! Also love the asuka icon, good taste ^__^
@fantasygamedev
@fantasygamedev 3 года назад
Thank you so much for this tutorial, I also wish I learned more about trim sheets in College. Whenever I throw all of my independently textured assets, unreal slows a lot.
@Alander787
@Alander787 3 года назад
This is super useful! I absolutely love the quality of your videos. The tips and knowledge you give out are just great! I hope to see more new content on this channel. :)
@TheTimeProphet
@TheTimeProphet Месяц назад
I tend to use headus uvlayout for UVs. This trim method is good, but the only thing I don't like about it is that you if you use a normalmap on the tiles, it is harder to vary it.
@LittleBlue42
@LittleBlue42 6 месяцев назад
Nice tutorial! Though I can't justify $215 per month for Maya over Blender which is free
@meteyektay8910
@meteyektay8910 3 года назад
Thanks for the awesome work you put in every video! You put so much efford, time and valuable info in your videos and share them for free. Game art community is lucky to have you
@degasjan8411
@degasjan8411 7 месяцев назад
Could you please explain the impact of using UV mapping across quadrants on game scenes? I've learned to use a single quadrant and the UDIM method.
@faryanblender8946
@faryanblender8946 6 месяцев назад
It seems like I found a goldmine, I tried to make game-ready assets by using UDIM's till I realized that it will come with alot of performance issues, I was really down yesterday till I find this tutorial + course. I hope it will help, I still cannot wrap my head around UV's
@jeronimocollares320
@jeronimocollares320 Год назад
Great tutorial, but...eh...the plugins XD But ok. :) thanks.
@RampskiiGaming
@RampskiiGaming Год назад
Whats the name of the integrated uv tool/plugin you're using?
@shoot2hoot
@shoot2hoot 3 года назад
Thank you so much bro!! Your videos are so helpful, keep up the great work!
@SaadJaved-e8b
@SaadJaved-e8b 10 месяцев назад
Hello, for 52:15 is it really necessary to modify the mesh itself for tiles that are a little above or a little below? Afaik you can get the same effect by editing the material in a program like substance 3d or quixel mixer by adding displacement on masked areas with tiles in them, and unreal engine 5 kind of gets them looking right inside the game as well with nanite displacement. I'm not expert by any means, actually this is my first time using 3D Modeling applications and texturing applications, i started out 2 weeks ago, so currently i was just watching through your video since trim sheets seem pretty interesting. But i had this question, sorry if its silly
@ViewportPlaythrough
@ViewportPlaythrough 8 месяцев назад
sir i would like to use more than 1 texture as a sheet. what would be better, adding it as a new material slot or blend masking them all inside a single material slot? the reason is, i want to fill the 1st texture with more variance of the same kind of material ie if its for the ground, more soil type. then the additional textures filled with the other stuffs ie if its for the ground, some patches of the ground with greens for grasses, side trimmings etc
@GetLearnt
@GetLearnt 3 года назад
First! (despite what anyone else says)
@tiedie
@tiedie 3 года назад
always coming in at record speeds
@charliemew2
@charliemew2 3 года назад
​@@tiedie Dang im late
@kattywhite4765
@kattywhite4765 3 месяца назад
how did you add the normal map to it after editing the geometry?
@johngoodwin7344
@johngoodwin7344 3 года назад
Hahahaha! I clicked on this, as we're adding RisomUV to our lab image in the Game - Art program, and imagine my surprise when I saw who the host was! Great job!
@tiedie
@tiedie 3 года назад
Ha! Fancy seeing you here :D I'm using it for work as I write this too, who would have thought UVs would reunite us all?
@justin9649
@justin9649 2 года назад
To me it looks like they created 2 different 2k textures. One with the curved tiles and one with them going straight. Then they segmented the floor into squares and then rotated, mirrored, and did some tricks to get the textures to line up.
@justin9649
@justin9649 2 года назад
That or they could be 1k as well.
@tiedie
@tiedie 2 года назад
@@justin9649 in that case wouldnt they need three textures? the curved area, the straight version of the thinner bricks, and the main tiling bricks? Could be either way, figured it would be easiest to put it all on one trim
@justin9649
@justin9649 2 года назад
@@tiedie yeah, trim sheets are still extremely useful and the video is still really good for people wanting to learn about them. It was just something I had noticed when analysing the photo. Id have to look at the ref again of your screenshots, but if there is a third, then they could've made one 2k, with 3 or 4 1k square variations. Tons of ways of going about this, but it's fun deciphering what other artists have done.
@justin9649
@justin9649 2 года назад
I love trim sheets. And the upside to your method is that it's typically going to be more optimized.
@this-is-gamedev
@this-is-gamedev 2 года назад
Thank you so much! This is extremely valuable! Agree at 46:00, this stuff is not explained anywhere!!!!!!
@kristianrabakov8579
@kristianrabakov8579 Год назад
In UE5 with nanite, instead of using a flat plane, isn't it possible to make the entire floor out of real geometry, tiles that can stand out and have depth and thickness? And still use the same trim sheet?
@tiedie
@tiedie Год назад
yea, if you mapped a much of tiles to a texture you could hand place them around and use that. It might be very tedious though, I still think it might be best to map like this and add several tiles popping out or use height maps for extra depth. Lots of ways to go about it depending on the scene
@SierraSome
@SierraSome 2 года назад
It's a pity there is no full video, as a beginner I would like to see everything without acceleration) Your videos helped me a lot to start making my project, having only basic skills in 3d
@ashraf_dz4769
@ashraf_dz4769 3 года назад
Nice to see your Beautiful face and your doing a great and kind for game art big thanks
@tiedie
@tiedie 3 года назад
thanks xD glad the webcam idea went over well
@bhuhuhuhuhbuhuh
@bhuhuhuhuhbuhuh Год назад
I think one thing you could do to speed this up would be setting the transform amount in the UV Tool Settings panel to the size of the tiles (Or half of it) so 0.25, then you can select the shells you're manipulating and move them exactly using the arrow keys!
@wirrexx
@wirrexx Год назад
Hey, firstly a big fat thank you for these free videos. May I ask how you would tackle doing stairs in an open world game that can be reused and scaled properly. I’m asking this mainly because I found that wayfinder was doing this and still having a nice bevel in the edges. However I truly think that they are flat but using edge decals to fake it. How would you tackle making stairs?
@bystevenlamb
@bystevenlamb 6 месяцев назад
This not only peaked my interest in trim sheets. I'm definitely going to be looking at all the more complicated walls/floors in FFXIV more closely now - pretty sure they follow the same workflow
@HumpaLumpaBiriBam
@HumpaLumpaBiriBam 7 месяцев назад
this is gold! thank you
@nfrancisj2122
@nfrancisj2122 Год назад
⭐⭐⭐⭐⭐
@danielc.6644
@danielc.6644 2 года назад
I learned so much with this video. I always struggle with big environments... Thank you so much!
@dominicevans2971
@dominicevans2971 Год назад
Awesome tutorial. Answered all my questions. Thanks :)
@JammieDodder
@JammieDodder 3 года назад
53:14 "Nothing ground-breaking for sure" I see what you did there ;)
@alinazablotska
@alinazablotska 14 дней назад
thank you!
@mrkoddy
@mrkoddy Год назад
Thank you! There isn't many tutorials about trimsheets and integrations into the game engine!
@NIKONTHEINTERNET
@NIKONTHEINTERNET Год назад
more of these trim sheet tutorials plzzzzz! if you looking for ideas, this is my vote!
@PoppipStudio
@PoppipStudio 2 года назад
Unless you're going to be zooming close to the ground you can use a 1k texture instead of 2k and make this even lighter. Considering onscreen texel density you shouldn't be able to notice any difference unless you're playing on a big 4K screen.
@PoppipStudio
@PoppipStudio 2 года назад
many thanks for the video though, very informative !
@GOODvinD
@GOODvinD 2 года назад
Thank you so much! A lot of good tips and tricks to make the things look way more interresting and appealing. Also Rizom is an awesome tool, using it in my learning and it helps to save some time considering that my main 3d program is 3ds max and UVing was always a pain for me.
@ViewportPlaythrough
@ViewportPlaythrough 8 месяцев назад
this is exactly what i was looking for from the comment i made on one of your video 😳🥺 im already having flashbacks of past projects that i could have made them this way and have better texel
@ViewportPlaythrough
@ViewportPlaythrough 8 месяцев назад
just had a realization while experimenting with this... isnt this almost the same way how you learn about textures on the first place?? at the least when i started way way way back, 1 - download some random tileable textures on the net 2 - apply that as a material on your object 3 - do the uv thingy where you would get what look what you want. scale it up/down or move it(because at the beginning i didnt know what uv was) when it boils down to it, isnt it just that? just applied in a way that you now know more about uv mapping, texel density, trims, kitbash etc while i was experimenting now, i was like "didnt i use to do it this way before too?" once i figured that out, everything just became intuitive because its almost the exact same way i was doing stuffs before i learnt about substance painter and custom textures tsk.. this is my own fault of course. i got too stuck with substance painter getting called the "industry standard" that i forgot about the basics... also, it now clicked why someone would use substance designer.. i never got designer before this now i miss my old texture collection i downloaded way back.... why is this not thought immediately? cause when you try to learn texturing to move away from the basics, you would be guided on the texture painting route...
@bovineox1111
@bovineox1111 9 месяцев назад
Super useful tutorial, thank you.
@SmithRose-tq4hl
@SmithRose-tq4hl Год назад
A really awesome tutorial! Thank you!!!
@hanshanserlein576
@hanshanserlein576 Год назад
Your videos are incredible helpful.
@BhanuSingh-xq1rx
@BhanuSingh-xq1rx 3 года назад
these are really helpful to get the idea of what's more there in gaming pipeline
@joe_johnson3d354
@joe_johnson3d354 3 года назад
Awesome Thanks for posting this!
@ErwinSaavedra
@ErwinSaavedra 3 года назад
hi tiedie, thanks for the video!! question: i'm trying to use the coupon but it says it doesn't exist. it is "thanks dylan!" right? thanks!
@tiedie
@tiedie 3 года назад
ah sorry to hear that :/ maybe try no spaces? I never tried it on my end so idk 100%. It might be best to reach out to them on twitter or their email to find out. Sorry about that
@ErwinSaavedra
@ErwinSaavedra 3 года назад
@@tiedie all solved from rizom side, no worries :) thanks!!!
@igormattioli9707
@igormattioli9707 Год назад
omg, i love you... This video opens your mind to how the environment pipeline works, thanks!
@lunaedward6574
@lunaedward6574 2 года назад
I love you!!
@AndrewByrnes1
@AndrewByrnes1 2 года назад
I learnt so much. Very useful and I'm surprised I watched the whole thing.
@tiedie
@tiedie 2 года назад
really happy to hear that ^__^
@AndrewByrnes1
@AndrewByrnes1 2 года назад
@@tiedie I haven't checked out your whole channel, but if you haven't already, I would love to see your approach to making smaller assets like the clutter you see laying around in these types of scenes. I really like the art style you've used here. Has that nice mix of realistic/artistic
@tiedie
@tiedie 2 года назад
@@AndrewByrnes1 I've done a few more tutorials focused around props, but more hero props than anything. You can find those on my artstation page, but having more tuts on set dressing is a good idea :)
@blayde98
@blayde98 3 года назад
So why aren't ngons a problem here? Professors have essentially always told me that ngons are a sin and you need to avoid them at all costs.
@tiedie
@tiedie 3 года назад
In general, Ngons are bad because when you bring them into an engine they auto triangulate. This can be bad because its not controlled and can lead to some crazy shapes, shading, and normal issues. We use ngons all the time in the industry as long as we know they're safe, and thats typically along flat surfaces like these. even if this is triangulated, it will still be a flat plane. Because of so, im not worried about leaving this as an ngon when I bring it into unreal :)
@blayde98
@blayde98 3 года назад
@@tiedie oh wow, that makes a lot of sense. This will be good to know in the future, thanks a lot for the quick reply.
@hectorescobar9450
@hectorescobar9450 Год назад
@@blayde98 make sure to alway ask why
@joshuaatkinson8873
@joshuaatkinson8873 3 года назад
Thanks Dylan
@Lunatheia
@Lunatheia 2 года назад
Your plugins and toolbars are amazing. srsly good tips in here. Especially like the mirror buttons you got setup.
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