everything in this course is unfairly unpopular comparing to less quality content on youtube. crossing fingers for this content will find its audience!
I think you're the most dedicated artist I know Tim! You've CLEARLY been throwing paint on that wall to your left here to *really* study the drip grunge first hand. 👏👏👏
Hey there Tim... First of all, thanks a lot for the tutorials, they are very helpful. I believe the solution to the ornament tiling issue is the following... Make the cylinder base object wider, let's say 420cm. When you brush in the ornaments in Zbrush, you will get those extra 10cm on each side. Finally when you bring it back to max or Maya ( I use Maya)... Then bake it on to the square base mesh, those extra 10cm on each side will be left out cuz there is no geo to bake on. Again, thanks for all your efforts. Regards, Rami
Great video series. You actually care about how much education your audience is getting from of your videos, and it shows. It is also very clear that you know what you're doing. I consider myself relatively skilled with everything you're using (except Max - been forever), and I still learned several new things. Really hoping to see more of your work.
Absolutely priceless!!!! Thank you SO MUCH for all this, Tim! One thing for all of you, who have metal channel (or metal strap as part of the trim sheet) - I've found the hard way, after many sleepless months, what was the problem with my metal not looking quite right inside UE4. If you untick sRGB from your texture settings for the OcclusionRoughnessMetalic texture, UE4 recognizes it as Linear Color. If you want to have a good looking metal, this is what you MUST do and of course, NOBODY is telling you this in ANY tutorial, let alone the awful official UE4 documentation: - connect the base color texture to the A input on a LERP node - connect a 3Vector color to the B input (you can check out some PBR metal values online, fx. R:1.000, G:0.766, B:0.336 for Gold) - connect the metal channel of your OcclusionRoughnessMetalic texture to the alpha input of that same Lerp node - connect the Lerp node into the material Base Color - connect the metal channel of your OcclusionRoughnessMetalic texture to the Metalness input of the material In this video, Tim has a different approach, he's using the OcclusionRoughnessMetalic texture as a Sampler Mask. I don't know if you need to go through these steps, but you definitely need to do it, if your texture's Sampler Type is Linear Color. Directly connecting the metal channel to the metalness material input has never worked for me properly.
Ive never had to do the lerp thing but definitley you need to set your texture group to mask if you are using a channel mask, nowdays it should untick srgb when you do that automatically and everything should look correct. Cant remember if i covered that in this tutorial or in part 4. Thanks for the in depth post!
Dude this is so sick. Just graduated and sadly haven't started trim sheets until now. I'm going to try the sculpting in blender and hopefully I can get some dope results. Thanks for everything you do man it really helps a lot.
@@PolygonAcademy thanks again man, got a job not necessarily in the industry but working as a 3D Designer for a global marketing company, thanks for the help man, couldn't do it without your knowledge and easy to understand tutorials
@@robmoreno2599 Sweet! I'm in your shoes now ahha, just graduated and never heard of trimsheets in school before, so I'm looking for a job and learning this on the side :)
Wow this is a really fantastic series. Being vaguely familiar with all of these programs, this series was great at connecting different parts together from beginning to end.
Fantastic tutorial series Tim. Really inspiring to see such a level of detail which can also be used in a huge variety of situations. I thought i would share a tip regarding the Substance painter previewing of a tiling material. I think your approach of duplicating the mesh is prpbably the easiest way of doing it but if you shift the UV's from the two duplicated meshes to the 1 to 2 UV space it will not be used for baking in Substance and will essentially just work to extend the texture of the middle part even if you need to go back and make changes to the high poly model and re-bake.
One way I'd use to check the seams in substance is: Create a fill layer with only Base Color on and apply the baked normal map to it, then change the material view mode to Base Color and either manual scale the texture or apply an offset filter to the layer. Really love your tutorials and I'm so sad I wasn't taught about trim sheets in college! Now I'm excited to try them out in the future!
Enjoying these tutorials man. Really well explained and demonstrated - easy to follow for bits that are new to me. But at the same time not too long winded, so for bits that are already familiar it's still fun to listen to and pick up extra tips. Thanks!
For when you add the two copies to test the tiling it might be helpful to bump the uvs on them over a tile so you can re-bake without having to reimport the mesh :)
I've just created my first trim texture using these tutorials! I´d love to see some tuts on vertex painting with tileable textures, to see how to combine both techniques, specially around optimisation, as it seems like there is a delicate balance on how many vertex do you need to have on your meshes so you can use vertex painting without sacrificing performance too much. I'd like to see what are the industry limitations and standards on this.
Eddhaur yup planning tiling textures and vertex painting tutorials soon. Overall polygons are pretty cheap so you can have decently dense meshes for painting, having more drawcalls with lots of materials on a mesh will impact you more.
@@PolygonAcademy that´s actually great to hear, as a beginner I sometimes stress wondering if I'm being efficient enough with my polygon count. I'll add a tutorial on efficiency and optimisation to my neverending list of things to learn to get a job haha
been loving these tutorials! for the pieces that have to tile as a continuous piece you can make them overlap on the edges for about 20 cm or so. if you import any 4m piece first zbrush will use that 4m segment to define its "unified space", so when you use wrap mode on 1, it'll wrap after 4 meters, 2 after 2 meters, etc. might find that useful :).
Thanks for your videos, very helpful! If you want to check tiling in Painter you can create fill layer and drop baked maps into it so you will have tiling ability. Downside of that is that you have to take baked maps out from baked list.
great tutorial! pleasantly surprised that Painter has channelpacking abilities :D actually, it would be quite useful to have a standalone app. to do just this.
@@PolygonAcademy Loved the content of the series. But FYI texture packing does not help with DrawCalls, it potentially helps with memory (depends on the compression settings) and it helps reducing texture sampling.
Best as always. Needed to ask when are you going to do a tutorial on pixel density. As I struggle to incorporate different sizes of objects in same environment. Thanks.
25:55 There's a hack to it : if you move the UVs on the copies outside of the 0-1 UV tile, then they won't be counted during the bake and you won't need to reimport the mesh.
Hello! Interesting tips, but as i see you working mostly with some kind of bricks, what about if you need to create some flat material like concrete wall with some imperfections like cracks and fallen off plaster parts? The problem is you need to cover by this material large area of surface and keep high detail resolution as well.
In that case you would want to use a tiling texture, one that tiles both horizontally and vertically instead of just horizontally like this trim sheet. For additional detail and hiding repetition you could use vertex blending to control things like cracks and plaster so its not super repeated and you can totally hide the tiling with a few blends :)
Great tutorial! I'm working on a 1:1 of my desktop rig and i wanted to know how the trim workflow can apply to what I'm working on. Things like screw textures, the case, motherboard pieces and even dust.. I've never done trim textures, and my model is pretty high res as it is with a ton of pieces so I'm not feeling the idea of UVing every single piece and then figuring out different texture sets for it
I think for a more unique model like that, it would be treated more like most props/weapons etc with a unique normal map bake from a highpoly and unique textures. Trims are mainly good for modular kits that need to have 20-200 pieces and all share details. A lot of props are still done with unique unwraps
***EDIT** My Vertex Colour ID kept being replaced with plain black after baking! Removing the high-poly and then re-baking with just the ID map fixed it! Thanks so much for this! I've not got the confidence take bake high poly onto low poly! I have one issue though.. I, for my own reasons, set up a Vertex ID/colour ID - for use with my trim sheet. However when I bake the high detail down, my ID colours just get blacked out as in that channel becomes black. Any idea why this is happening?
Hey Tim, Thank you for taking the time to share your valuable knowledge. I’m having an issue with exporting out of ZBrush. When bringing my meshes back into Maya they are coming in way smaller than the originals. I’m using the same project as the original template and haven’t changed anything from when I originally exported to zbrush. Hoping you or someone else reading this may know of a fix for this. Thanks again
Polygon Academy I exported from Maya as an fbx. My units in Maya are set to meters. I exported obj’s from ZBrush using subtool master. I tried scaling back up in Maya and found that a scale of 100 brought it back to the exact scale of the original. Unfortunately things don’t line back up with the original since I forgot to set the pivot at world center for each object. If anything I can just rescale each panel and manually line them back up. Unless you have a better method?
Polygon Academy I was able to get it resolved. It was just Trim_B that wasn’t coming in at the original position. I was combining it in Maya before scaling it to 100 and that was throwing off the pivot. I tried scaling all of the parts of Trim_B first which put them in the proper spot. The other panels all scaled and dropped into their proper positions as well. Thanks again.
Hey Tim, excellent series as usual, best vids on trim sheets anywhere! Thumbs up from me all the way! Just a quick question: If i'm creating sheets for metallic surfaces, would it best to keep the metallic in a separate channel or is it still good to 'compress' it into the one RGB file?
Tim, great video! I would like to know if let's say I have a concrete wall piece with a few ornament details and stuff, is it common practice to use a material with a tileable texture of the concrete on the bigger area of the wall and then a material with the trim texture to create the trim details?
at this point you were working at, currently, legacy color management system, what about OCIO and ACES between SP and Unreal, or is there a preset for color management between those 2 softwares?
I know this is an old video, but I have a question about the correction your making at 4:00 When you push the two pieces on the sides inwards, doesn't that slightly mess up the tiling? Because the seam is not centered right at the edge anymore when you do that?
I'm following your tutorials and I've been getting a problem. When I bake my maps, none of them show up and are just blank. I messed around with the bake settings and tried used the mesh before zbrush as the high poly but doesn't still are blank. I've tried baking a new mesh of a plane with some cubes on it and that seems to bake properly. I don't really want to remodel and resculpt my mesh and find out this has happened again. Anyone know how to fix this or why this is happening?
im not sure, ive never used marmoset, i know a lot of people like it for baking but I have never really had issues that are visible to the eye with substance either, so i think it comes down to user preference :)
Your tutorials are so helpful. Thank you. One problem for me though is I don't seem to have a lot of the smart masks in my library that you have. I've checked some of my older shelves in Substance Painter I can't find Dirt Leak Dry for example. What version of Substance Painter did you use in this video and if the masks are downloaded where can I get them? Thank you.
I cant remember the exact version, but this was definitely an older one. I havent used substance painter in a while but I don't think they would have removed it....there might be some optional content you can choose to install that has the extra smart masks? sorry, wish I could be more helpful!
@Polygon Academy thank you for your tutorials, they help me a lot! I have one question though I can't wrap my head around: How can I use a Trimsheet like this but also beeing able to bake out the mesh? Eg. I gave a pillar with round sides. I want to use a trimsheet with overlapping UVs but I also want to bake out the smoothed version of the pillar which requires non overlapping uvs.
you can do that by using 2 uv channels, one for the overlapping trim stuff and one for a custom 0-1 set of uvs, and then combine the materials in engine through the shader. a lot of the time large meshes like rocks are done similar to this with a sculpted normal map and then a tiling detail normal map on uv2
@@PolygonAcademy you're awesome, thanks! I managed to do it this way, trim sheet UV on index 0, lightmap uv on index 1, baked ao/normal in substance and used Ue4 Texcoord, blendnormal to blend them! I searched for this for AGES how to do this properly, you should consider doing a video on this!
HELP! Followed the tutorials and create sections on my Trim Sheet that use Small & Large Repeating Bricks (similar to the Trim_A section used in this Trim Sheet Series) but when placed into Substance Painter, it appears as a single strip of a section but zoomed in, you can clearly see the separated bricks from their seams. Any help how to fix this as I would like for my assets to utilise this brick tiles?
It might be the positioning of your lp plane or you might have to increase the ray distance/threshold int he bake settings, try that :) hope it helps, its been a while since i did this in the latest version of painter. Good luck 💪
Yea you can do this in desinger for sure, but anyone with a 3d skillset can use this workflow as well, ive used a mix of both on my last couple productions.
Hey! Great videos showing your process in this piece, I really like it! I would like to know your computer specs to be able to handle over 16 millions in 3ds Max haha. If you have it written down anywhere I'd like to know where if not t hen it's okay. :D
my current specs are a core i7-9700k, 32gb ram and a 2080 rtx, but my whole artstation challenge was done on an older pc with 16gb of ram and a 1650 gti
I don't know if you addressed this somewhere, but what are the specs for your PC? My computer is really struggling with baking and importing/exporting the highpoly.
current specs are a i-9900, 32gb of ram, ssd and rtx 2080. but my entire artstation challenge environment series was made on an old i-4700 processor, 16 gb of ram and a 1060.
@@PolygonAcademy Thank you for your response. And thank you for these videos. It's very helpful and I post them whenever someone has a question about Trims on polycount.
this is probably not an issue for everyone but, instead of binary format DON'T export your mesh in ASCII, the file size gets ridiculously big and my substance painter can't even load it..i tried decreasing polycount in zbrush and all that stuff and find out you only need to use binary when exporting your mesh and that solves everything
Hello Tim. I am having a problem with the Mesh baking. When I try to bake my high poly to the plane, I get multiple errors saying that "Highpoly scene was required when baking X Map from Mesh but could not be loaded." This all shows up for the Normal Map, the Color Map, the AO Map, and the Thickness Map. I have looked online and from what I found it says that my poly count might be too high (which seems ridiculous considering the whole point of this program is to bake high poly mesh details to low poly meshes) but it still gave me the same error even after I exported with a lower subdivision. Do you have an idea as to why this is happening?
Need Help.. I try to do a texture sheet for a wood bar, but i always get a big and strong noticeable seem at the edges - caused by the normal map. when a dark normal map area is on the left side of the edge and the bright area of the normal map on the other side. Is there any way to fix that? or is a texture sheet not suitable for a wood bar, where every side have the same place in the texture sheet?
Hey Tim! Just wanted to say thank you for your videos they literally are a god send. So I am in this phase here and getting some issues. I am using Maya however instead of 3ds Max. When I go to bake the high poly onto the low poly plane im getting a world of issues. The issue is this " [BakingProcess] Highpoly scene file blah blah blah was required when baking Normal Map from Mesh but could not be loaded." is my naming conventions wrong since my low is _low and my high is _high? If anyone knows the fix or ever sees this Id love some help!
OKAY! I think i may have figured it out.. I think the file size was too big on my computer ( 1 gig FBX doesnt seeeem that high ) but must of been high enough. OR when I deleted the side geometry that was used for the AO bits it worked fine. Wonder if the things on the side messed it up? Or too much polygons? Anyway once again if you got any 2 cents or tips Tim I'd appreciate it my man!
Hello Tim, i have a questions, when i try to bake high poly to low poly on SP there is some issue - " [Baking] Highpoly scene was required when baking Normal Map from Mesh but could not be loaded. ". I'm using SP everyday and didnt meet with something like that before. I tried to decimated HP mesh but it wasn't work. Maybe do You know what can i do? Greetings.
Hmmmm super weird?! Your hp is its own fbx right? And you adjusted the max frontal distance? Thats the only thing i could think of, never had that issue before 🙃
@@PolygonAcademy yep, fbx and tried different setting but without good result, also I searched this problem on forums etc and everyone says about decimate mesh but it doesnt work too :-(
@@wojciechwolenski4189 ah weird! glad it worked out for you, I dont use blender so i never encountered that error, but good to know for future reference!
It seems I've made some mistakes , I sculpted the border on each stone and wrong placement of the small rock on the top imgur.com/a/y0XDZTg the seam is really clear , maybe I should not sculpt too much even leave it just a straight line?
how did you bake sculpted mesh to base plane? their edge and face counts are different and uv maps are not same, in zbrush ı tried to project it also but did not work :(
the planes uvs are just filling the 0-1 texture space and you place it behind or intersecting with the HP, hp/zbrush mesh doesn't need any uvs at all as you are just capturing the mesh data. you can use render to texture in 3ds max or bake in substance painter like i showed here, I am not familiar with baking in zbrush unfortunately.
Quick heads up, there's a preset low-poly for tiling textures included with SP, if you go to file and example content I believe? Saves a few seconds loading up that, nothing major but worth knowing :)
ill have some gumroad products coming in future but they are gonna be higer end content, I want the base level of learning availiable to everyone and anyone who wants to go deeper can get a premium product. Might do an advanced trim techniques one on gumroad with some scifi stuff ;)