Mastering details in Blender - trim sheets tutorial
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- čas přidán 30. 06. 2024
- Let's build a system to manage details that works in every situation and that will allow us to easily swap them around with just one click, all of this while tweaking the amount of available geometry to either get infinite details or nice and crisp close-ups.
Learn how to use trim sheets effectively in your scenes!
All the decorations you see in this video (and more!) are included into my Classical Mouldings - Vol 1 pack, check it out at the link down below!
CLASSICAL MOULDINGS - VOL 1:
blendermarket.com/products/cl...
hbitproject.gumroad.com/l/qpgrry
GOBOS, LIGHT & STENCILS:
gumroad.com/a/161630419
Timestamps
00:00 - Intro
00:39 - Building the trim sheet
04:29 - Vertex painting
05:34 - Baking the textures
08:08 - Textures setup
09:07 - basic UV manipulation
10:09 - Restoring tileability
11:02 - Stacked UVs
11:48 - Multiple UVs
12:45 - Displacement maps
14:50 - Custom properties
15:16 - Using drivers
18:07 - Final setup review
18:30 - rendering tips
My contacts:
Twitter
/ hbitproject
Instagram
/ hbitproject
hbitproject@gmail.com
bro you re providing profetional tutorials , that's what the blender community needs to step up the crappy popular work we see all the time . thx
Thank you mate! I'm glad they 're being helpful. I'm really trying to make content that makes your time spent here actually worth it.
Tying the detail_amount variable to the "Camera Data Node - View Distance" - genius. I need to up my Blender game - thank you
this is the top-tier tutorial, I love this. pls keep it up.
You are a real gem to the blender community, i have been following you for a while, you deserve million subscribers
Thank you 😊 I'm glad you like the content!
I couldn't have started the project I'm currently working on without this great series you made about temples, this video is the cherry on top
I'm happy to hear that you found my videos useful! 🙂🙏
I'm actualy have some ideas too and your videos are so in time for that it is like blessing. Very helpfull and motivating, wish you make big on youtube!!
Thank you mate! It would be interesting if you could all share your results back 👍🔥
Really helpful. I like how you give an insight to your workflow instead of doing a step by step tutorial where one sees things we all know already for the hundreds time. You are doing it just perfectly!
This is a really well done video, thanks for the tips!
mind blowing, thank you so much for so many smart steps
Fantastic tutorial, learnt a tonne in a short video. Thank you!
Awesome tutorial, thank you for sharing your knowledge!
Thank you so much for this tutorial. It has been very helpful for my commercial projects.
this channel is gold!
Very nice! I really enjoyed this, thanks!
Wow! you are the master of Blender modelling. I have downloaded your videos and I watch them from time to time. Thank you for sharing this.
Very precise and usefull, definitly deserve more visibility dude, your stuff is awesome !
Thank you very much, I really appreciate it! 🙂
I'm quite new to Blender and I think I've just reached the point where I can understand this tutorial. Beautiful work, excellently explained. Thank you for sharing this.
This is brilliant! Wish blender had an automatic ‘fit pattern/array to other object size / shape’ but until then these steps will be super useful :)
Pure Gold, many thanks my Friend!! :)
Classy tutorial, thanks.
amazing tutorial thanks bro💯
This is amazing!!!! thank youuu!!
This is very cool, thank you very much
Thank you for this video! I have struggled so much with trim sheets because all other tutorials are so complicated. Great work (Although jealous of your substance painter subscription 😂😂)
Amazing! 🤩🙏
Master piece
Thanks so much. You earned a new subscriber.
KEEP UPLOADING SUCH STUFF
Best channel on ornamental arhitecture on YT for sure
Super!
Clear, detailed yet concise, to the point. Great stuff. Two things you might want to have a look at, for this one..
1: AOV outputs/passes, for making the workflow entirely inside Blender a bit slicker? I don't know whether you considered that option, when in other comments, you were suggesting that Blender was much trickier than Substance Painter.. (Although, agreed, it isn't purpose-built)
2: You might have your own reasons to reject Cycles Adaptive Subdivision, as opposed to rolling-your-own LOD drivers.. curious about that.. what those might be.
Man, you're GOAT
hi this video is rly helpfull do you have a tutorial on how to sculpt the decorations?
Comment to boost algorithm because quality content
Super 👍👍👍
wow thanks
Hello sir, this is amazing !!! Any insight on creating tileable mesh or sculpts ? :)
Trim Sheets and Decals videos in Blender are basically 0, there is something from ponte/josh gambrell but it's "only' hard surfaces, so the sculpting "ornament" part is absent. Really appreciated man, subscribed, keep up the good work.
Yes that's quite true. I'm glad you liked it and thank for your support! 👍
Excuseme, amazing tutorial, one question do. You have a tutorial about how to create those patterns even the classic rock tileable content in the trimsheets and tiles please
This is fantastic! Have you tried enabling experimental Cycles features and setting your subdivision modifier to automatically scale with view distance? Might help you skip a few steps here.
Hello and thank you! I tried adaptive a few times and it's amazing. I just find it as bit unstable at times but I will definitely experiment a bit more with it!
Could you create a tutorial on how to make those small details step by step?
FUCKING GENIUS!
bu görüntüdeki kaliteyi sketcup kullanarak yapsam yani modeli tam çıkartırım fakat bu ışık detaylarını ue5 de göstermek mümkünmü
I know you’re quite busy creating a tutorial, but would you consider creating an Egyptian column as seen in the paintings: Departure of the Israelites by David Roberts and seventh plague of Egypt by John Martin?
How does it works with archs :) ?
Hi! I was trying to use some of your material in Unreal Engine 5 to a personal project (the greek column), but when I import it, it comes to my library in many pieces. I do not know Blender very well but when I try to group everything you done, my Blender do not allow me. Can you help me, please? Thank you.
Hello, I'm not sure I understood your problem. Could you share a screenshot?
Hello, Thanks for the video. I still can't understand some aspects of it and if somebody could explain it to me I'd be very thankful. I'm not sure either if that is all Unreal Engine 5 instead Blender. If we have nanite with infinite geo, why to take all this modular work instead import directly the highpoli there and throw a PBR texture over it like a quixel material? Cause if you count the time you need to create it, open this UVs, map this accordingly, generate all trims, tile it propperly... versus use a triplanar map over a high geo. I mean, the question is: The use of trim sheet still is valid in a nanite generation? Another question is, the point of a trim sheet is to improve performance only?
Hello, that's a very valid question. I haven't still explored UE5 and nanite to really tell you performance-wise (but also in that case you probably may want to keep memory for other more relevant stuff in your scene). I guess that if you still want to render with a path tracing engine (like cycles), you cannot escape the need for optimization. Plus, with trim sheets you get something which is very flexible and re-usable/easy to adjust or improve (think about what would mean wanting to switch some details around when you have hundreds of them physically in the scene). Building a library of trims may be a long process at the beginning but in exchange you get something that can be virtually used anywhere. I will gladly listen to what UE experts have to say about this topic!
very nice, but can you bake the maps inside Blender without using substance painter?
Yes you can; it's a bit harder though
Wait... we can make trim sheets in blender? 😳😳😳
Have no time to watch yet, put preview looks and sounds juicy
Substance painter is no good for Linux users. Blender as open source is.
I'm sorry to hear that. You can bake directly into Blender as well, though it is a lot less user friendly and efficient 👍
Could you create a tutorial on how to make those small details step by step?