(1) is this the same atlas technique for every or most of environment architecture & props. (2) also have you had any problem with overlapping UV's or as long as the lightmap is alright? (3) at 52:05 it seems you always hit the GG to slide the vertex to edges, is there a way to just move it without warping the texture like in Maya it has constraint not move along with the texture.
for 3: If you use Edge Slide, the menu at the bottom left (shown in the video) has the option "Correct UVs" turned on; this automatically corrects the UV so it won't distort while sliding edges/vertices.
@@snateraar I know the use of those "Correct UVs" which is in default, what I want to know is when you don't have to use Edge Slide since you are not only constraint on those edges like free moving this is important like if you are going to create foliage in Maya you can move it like no problem, honestly I never heard Blender Dev trying to improves its UV's Editor.
Yo this guy put me to sleep with "hello everyone." thank you so much for pointing out the 1.5 feature. I haven't used it before and I couldn't have lived without it.
Nice turorial! I just did one on trims as well, its such an essential part of any environment artists workflow, and shockingly doesnt seem to be taught in half of art school programs :/ used it on every game i have worked on
But you haven't used it like it's shown in this tutorial or? I can't imagine that this type of uv map workflow here is that encouraging to be used in game dev because of uv overlapping issues. However, I agree that trim sheets could be very useful and resource-conserving but only if they're used correctly.
@@manollobango I used it exactly like that, overlapping uvs isnt an issue usually. you can have a second uv channel that is unique/non overlapping for your lightmap uvs if you are baking lighting/GI and if you are fully dynamic it doesnt matter at all. Totally fine to work like that, 'Ive used it on farcry 4, watchdogs, sleeping dogs, spacemarine etc etc. most games use at least 2 uv channels these days, sometimes more for things like grunge overlays, or texture effects like a wet layer for weather systems.
@@PolygonAcademy Okay, I just heard about that overlapping uvs would cause issues but I'm not well-versed about using a second uv channel. I'm still modelling at the moment and I try to find a nice worlkflow that allows me to use my models for every project in the future wether it's a game or anything else. Do you know some well explained tutorials which could help me?
Just a simple tip for anyone that may want to preview the AO channel in Blender. One simple way to do this is to use a mix node to multiply your diffuse texture with the AO output. Its not ideal, because AO technically shouldn't be multiplied with your base color, but its a quick and dirty way to get a feel for how it will look in an engine that has an AO input.
Do you find it easier to UV unwrap as you go? I've seen you do it a few times in this video and it's something I've considered doing myself. The thought of UVW unwrapping a LOT of work can often be SO offputting. But I figure, if you create the smaller modular pieces and unwrap them as you go then you're not stressing about doing it all after.
Great tutorial! And I also want to know how to make this trim texture, because using trim sheets is really an efficient way for texturing if I can make my own one.
This is so good man, you're so methodical. It gets tedious at first but it's totally worth it since everything lines up and snaps and matches up perfectly. I was trying to build this exact roof style but without all the snapping involved and it was a nightmare. I see how important it is when it comes to creating assets now. You have to have those measurements be accurate enough at first so that everything else fits in place. Thanks a lot for all this information here! Love the work you're doing :)
Yes! Though they can be a bit situational. It is important to recognize that this scene might not be entirely game-ready as is but is great for showcasing beautiful work.
to do Ambient occlusion in Blender you have to mix it with the base color. thats the only way. i mean i guess it makes sence it just baked darkness lol. try a mix RGB with Darken option for the AO should work.
5 years later but still helpful. I wanted to ask you, how do you prepare for the Trim sheet and Texture Atlas Environment. Let's say, you want to create some egypt or some other theme, you create texture, then improvise or? What is the rule in Game Industry? Thanks!
Glad to see you doing trims in Blender. I saw another youtube vid with a guy using max and unreal. He greyboxed the entire environment first then came back and did tilesheets. It seems more complicated using blender.
Thanks for the tutorial! Trim sheets aren't super hard to use but there's not a whole of video tutorials to cover how to properly set up and use one so here's a thumbsup from me for it!
Dude... Don't stop.. you are a Prodigy. Please continue these full fledge tutorials and i bet you will be the next big thing to happen to the artist community on RU-vid. Loved your tutorial man.
Thanks for posting. I have some questions. Why do game dev tutorial videos like this one focus so much on the 'do it quick' aspect? is this simply how it is in a professional enviorment? Is it the same for indie devs?
The professional workflows always have to be aiming for efficiency, it is hard to argue where this effeciency pays off more (Indie vrs AA or AAA studio spaces) but a lot of the time speed is going to be seen as very beneficial. There is nothing wrong with taking the time you need to complete the task, sometimes there are other aspects of the work and pipeline relying on your work though and that can cause complications throughout.
Hey man, nice tutorials, you got real good material, a little suggestion if i may, it would be great you and your watchers to do a kinda bite sized tutorials or speed up some parts, this is intermediate-advanced content, we can work around some stuff, thanks and keep it up, learning a lot from u.
This is a very cool video ! I have one question that i cant seem to wrap my head around...since using trim sheets requires you to move the UV islands around and you almost never want to have overlapping UVs, am i correct in assuming each island needs to be on its own texture set or am i just having a huge brain fart right now... ? and if this is in deed the case how is this an optimized way of working since at the end with a big enough environment you will end up having a huge amount of textures sets.. ?
Sorry for finding this question so late! So usually for environment assets like this overlapping UVs are totally okay, overlapping UVs are only an issue if you don't want polygons to share textures or for things like light bakes. So models usuallyb do all the mapping on UV channel 0 then say bake light maps on UV channel 1.
I have been doing 3d for 1 year but i've just learned this technique. Baking and uv's are my nightmare. Seems like this technique is totally gonna save me. Thank you for the video. By the way i've been thinking to do buddhist temple scene but i couldn't model roof properly. I'm happy to came across this video :)
how would I go about making a trim sheet for high texel density? Like if I want 1600 px per meter? I understand making a trim sheet for 512 px per meter, because if I make a 4mx4m sheet that uses a 2048 map, that divides evenly into 4 areas on the sheet. But for 1600 px per meter, I'd of course have to use a texture higher than 2048, which is not an option. So the only thing that makes sense to me is to use a smaller size plane for the sheet, in this case a 1m x 1m plane, right? So wouldn't I only be able to fit one texture on that? Which I guess would then give me 2048 px per meter? Which then defeats the purpose of putting multiple materials on the sheet..
But what about overlapping UVs? I never knew anything about trim sheets, I was taught at school and by few expert game dev tutorials this workflow “Blockout > High Poly > Low Poly > Substance painter > Game Enine”
A quick way to apply all modifiers on an object is to convert it to mesh. in 2.79 is Alt C but in 2.8 you need to use the object menu EDIT: just got the roof collapsing part. why not do it that way the whole time, isn't it faster?
I do not think it is! It is more like arranging your model to match a prearranged trim sheet. Matching the UVs to the bitmaps preset texture space (which is why it is pretty important to have a grasp of the scales you are working with when creating your substance). Which does not mean that the UVs HAVE to overlap, just that they can if the section you are using is the exact same as somewhere else in the scene.
Excellent tutorial. The MRAO is something I read about, but seeing you do it makes it easy now to do it myself. Out of curiosity was the texture originally made in photo shop or substance painter?
I feel like I learned way _WAY_ more than just about trim sheets. I feel like I learned maybe 100 things about Blender that I'd never mentally connected before. This is great.
Subscribed and liked! Can't wait to see more full tutorials! PS: Could you extend the tutorial for the walls and slowly finish the whole building? That would be super!
Duplicate your normal map in photoshop blur it slightly set it to overlay, flatten and repeat, over and over 20times, then put that as overlay on top of original then normalise your colours
Mate this is absolutely wrong, trim sheet as used for flat surfaces to lower performances and you are using them for assets you made with lots of of polygons. You are saving the system from loading many picture files but still screwed it on the polygon count with those cylinder shapes
Really depends on hardware. I’d clean up many hidden faces personally but the thing that kills GPUs is set pass calls, changing textures and many textures eating bandwidth. Trim sheets are absolutely not just for flat geometry.
@@bovineox1111 sorry mate but looks like you have no idea what you on about and never studied game design. Textures kill the memory not GPU, what kills GPU is the polygon calculation. and again timesheet are used for flat and low polys to give details thats the first purpose. Talking about many textures, you can always use one texture for many shapes as long as they have details from the normalmap: 1 parent texture for all metals, 1 for all rocks. 1 for all walls, 1 for all woods.....etc
@@Minecraftgueeck wow! Great work, keep it up! I've been trying to get my head around designer but I can never quite make the shapes I want. You've inspired me to keep learning though
@@Minecraftgueeck You could sell those materials for a pretty penny if you wanted. I'd recommend making a space pack as there aren't any realistic space material sets on the marketplace yet
You put an Unreal Engine logo at the beginning of this, and I was hopeful, since 99.999% of Blender users don't know how to do anything outside of that one piece of software. 3 hours later, and you didn't deliver. Is there an Unreal section to this tutorial? I was hoping to know how to do it in Unreal, not Blender.