Planning & Creating Trim Sheets For Games - Trim Texture Tutorial Part 1

Sdílet
Vložit
  • čas přidán 2. 10. 2019
  • Welcome to the ultimate trim texture creation series. In part 1 we plan out our trim sheet for maximum re-use and success.
    Part 2 - Sculpting in Zbrush: • Sculpting Trim Sheets ...
    Part 3 - Substance Painter: • Trim Sheets in Substan...
    Part 4 - Trim Texture UV techniques: • Quick and Easy Trim Sh...
    The original trim texture overview video: • TRIM TEXTURE TUTORIAL ...
    My Free UE4 Lighting Presets: • UNREAL ENGINE 4 LIGHTI...
    Gumroad Trim Example Files: gumroad.com/l/Trims/trims50
    The Best video card for Gamedev: amzn.to/45Ev6Cu
    The Best Budget Video Card for Gamedev: amzn.to/45Lxck0
    Backup your work! SSD I use: amzn.to/45s0y7m
    The Mouse I use every day: amzn.to/3qRN4Td
    The Laptop I use for remote Gamedev work: amzn.to/3Ed07li
    The Camera I use to film my videos: amzn.to/3Pf0bHL

Komentáře • 282

  • @stylusmonkeydarrenyeow6204
    @stylusmonkeydarrenyeow6204 Před 4 lety +59

    This is such bad ass knowledge thanks so much for putting this out into the world.
    Btw, if anyone is watching this series, I bought the trim sheet and geometry from Gumroad to really understanding what is going on, and I'd highly highly recommend it - at like $5 it's an absolute steal for the amount of knowledge jammed into it! it's one thing to watch someone else doing it, but to have it in front of you opened in your own software and being able to study its usage in detail is absolutely invaluable and puts everything Tim is saying in perspective and helps to really accelerate and solidify the learning. To not only take a concept I'd only heard of recently and to make me understand just how crucial it is as a technique in a couple of hours is a huge accomplishment.
    Tim, do you think you'll ever do a series on how you've blended trim sheet use with tiling texture use and vertex painting for maximum impact in large enviros? The last time I'd touched that stuff hands-on (as I'm a concept artist making forays into production now) was probably 15 years ago, a lot has probably changes since then :D

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +4

      first off, thanks so much for the support and awesome feedback! I really appreciate it :D and yea I am still planning videos on tiling textures, vertex blending etc to cover all those in future :)

    • @stylusmonkeydarrenyeow6204
      @stylusmonkeydarrenyeow6204 Před 4 lety +1

      @@PolygonAcademy Fantastic! Subscribed! Best of luck with the growth of your channel - although given the quality so far, I don't think you need much luck.
      Btw, are you into MMA or wrestling by any chance? Are those cauliflowers I peep?

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +1

      @@stylusmonkeydarrenyeow6204 hahah indded it is califlower but im not tough enough for MMA lol. thats from my brother whacking me with a ps1 controller in the ear one time we were fighting as kids hahah. everyone always asks about MMA tho :D

    • @isaacsurfraz3858
      @isaacsurfraz3858 Před 4 lety +1

      @@PolygonAcademy You should lean into it and just tell people that you got attacked by a shark whilst saving a baby dolphin or something equally as cool and far fetched. Great tutorials by the way. Would be cool if you could do an overview theory video where you go into how and when to choose doing tiled textures, trim sheets, decal sheets, and fully baked and where to mix and match. Trying to work out on models what needs to be tiled ,what should be baked in substance (unique non tilable stuff), what should be "floaters", what should be "trim sheet" and its difficult to know why and when to use this stuff. Even more confusing when I see a fully completed asset that mixed all these techniques into one.
      So a video going over a few different 3d models and you pointing out what techniques you think they have used and why or what you would use and why, would go a long way. Especially if you point out the different ways it could be done, as in "you could use X here but you could also use Y and when to use them depends on Z"

    • @vn2025
      @vn2025 Před 3 lety

      @@PolygonAcademy LOL, maybe that's why you got to work in the game industry, he wacked the controller info so hard into your head :D

  • @kattywhite4765
    @kattywhite4765 Před 28 dny +1

    i watched all your videos for trim sheets. I appreciate these videos because i am in art school and my professor didnt show me in depth how to create a trim sheet for UV mapping. I didnt use the program that you used for modeling but it was easy to understand and just worked in Maya

    • @PolygonAcademy
      @PolygonAcademy  Před 27 dny

      awesome! im glad it helped, I am glad you were able to translate it easily to maya, once you grasp the basic concepts tools shouldnt really matter, they are just like tools on a carpenters belt! thanks for watching :)

  • @sekker2k446
    @sekker2k446 Před 3 lety +11

    I am just achieved my gradutation and my professors never explained that. my mind exploded when i have seen this tutorial... Absolutely fantastic and helpful. Like and subscribed.

    • @PolygonAcademy
      @PolygonAcademy  Před 3 lety +1

      Cheers! Glad it was helpful, thanks for watching!

  • @namesurname624
    @namesurname624 Před 4 lety +43

    This is exactly what I was looking for, a lot of people skip over the theory of planning and etc.
    Thank you so much :)

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +5

      failing to plan is planning to fail haha. so cliche but true! enjoy!

  • @PrimordialStrange
    @PrimordialStrange Před 3 lety +12

    Right here... Is some Pure Gold Content. It's rare to see this much knowledge not hidden behind a paywall. Thank you, sir! You are awesome.

  • @harrysanders818
    @harrysanders818 Před 3 lety +7

    I come back here every now and then and rewatch the construction part. It still excites me and blows my mind how practical it is to standardize your trim layout. Thats so golden. It also makes this technqiue more approachable. I was always intimidated by all those complex and extravagant layouts, it's so nice to kow now that it is about simplicity and reusablity at this point, just to have the tehnicalities layed out in the most practical way, instead of getting creative at this point for no reason and thinking of inserting variations that only will make your life harder. Those come later when using the trim sheet, not during the layout. So great to still learn from this video. I always freak out now when I exchange a texture in my game project and it simply just swaps wihtout any hassle. And with this typ of sectioning, it somehow always falls into place and just fits as long as you are working with a power of two also with your geometry. But even when you diverge a bit. It's really powerful.

  • @vn2025
    @vn2025 Před 3 lety +1

    Really like your approach to teaching, almost every sentence you say has a new nugget of information that has a high and smart impact on the workflow. You also motivate me to learn the environment design properly. Thanks so much!

  • @donpham
    @donpham Před 6 měsíci

    I only just found out about this channel recently and while I'm late to the party, I found it has been tremendously helpful and I'm super grateful for it! Actually one of the easiest videos to follow and understand that I've seen in awhile.

  • @denisvoloshyn9009
    @denisvoloshyn9009 Před 9 měsíci +1

    you are one of the best 3d tutorials creator on this platform, thanks a lot!

  • @equinox6229
    @equinox6229 Před rokem +3

    The part I always feared with trim sheets is knowing how exactly do you split that thing up. Some leave a blank trim space beneath, others blend it with decals in one corner.. Having it standardized really allows you to dive into the thing right in. Less thinking more working ! Thanks for the gold knowledge !

  • @sassuskrassus3166
    @sassuskrassus3166 Před rokem +4

    Hello Tim,
    Im a Junior 3D Artist and this was the first time I ever used Trim Sheets. That Video is really helpfull
    I made a Modular Castle with this Texture and Im quite happy with the results of this Trimsheet
    keep up the great work with these Tutorials 👍

  • @bucciarati7766
    @bucciarati7766 Před 4 lety +9

    Omg I was struggling with a trim sheet this week and how to plan it out ! You are the best🙌🏻🙌🏻🙌🏻

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +1

      cheers! hope this helps bring some clarity for your projects!

  • @LoxagosSnake
    @LoxagosSnake Před 4 lety +15

    Other tutorials: Just simply prep your mesh for sculpting and keep the geometry nice and clean.
    This tutorial: Actually shows how it's done and doesn't assume you have been making trim sheets since when other kids were playing with Legos.

  • @Spyro_76
    @Spyro_76 Před 4 lety +8

    I cannot thank you enough for the tutorials you put out!

  • @jaysekkyoku209
    @jaysekkyoku209 Před 4 lety +4

    Argh, thank you!! This could not have come at a better time for my 3rd year uni project aha!
    You are great at what you do and thank you giving us great insight into industry practice :)

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +1

      cool! good luck on your project, hope this series helps you crush it!

  • @stylusmonkeydarrenyeow6204

    Only just getting into this now and you present it in such a clear and easy to understand way. Thanks so much!

  • @VladysLove_3d
    @VladysLove_3d Před 4 lety +1

    Awesome! You are back :D I was looking for a good trim sheet tutorial so long. Thank you, Tim.

  • @rav_bar092
    @rav_bar092 Před 4 lety +3

    This is obscenly useful, just starting my 3rd Year Game Art course and all the help i can get is worth so much, thanks!

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +1

      glad to hear :) share it with your classmates if you think it can help them, appreciate you watching!

  • @gergelyradai1942
    @gergelyradai1942 Před 4 lety +4

    Tim, my man. I have been looking for something like this for a while. I figured out more or less the same workflow based on your previous videos (trim sheets were a new concept for me back then). It is really cool to get reasurance, plus optimisation of my makeshift workflow. Your content is really amazing and platform independant. I could adapt everything you showcase in max into blender as a poly modelling tool.
    All I'm trying to say is your contet is really helpful and really outstandingly awesome. It helped me grow a lot! Thank you brother.

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety

      thanks so much! I try to focus on the high level theory more than specific buttons in programs because I know there is a wide variety of programs out there and want to make it so you can apply the concepts whatever your work flow. thanks for letting me know!

  • @arthurtasquin4426
    @arthurtasquin4426 Před 4 lety +7

    Texel density could be a great subject for one of your next tutorial! Man everything you say is so interesting, you're like the real teacher we never got. Keep it up and thank you so much for doing these videos!

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +4

      cheers! I keep seeing comments like this and it scares me how school is underpreparing students! happy they helped, thanks for tuning in :)

  • @novicetd3129
    @novicetd3129 Před 2 lety +1

    Dear Polygon Academy,
    Thank you very much for sharing your knowledge and experience via this incredible Trim masterclass series. This is by far the best quality content I've ever seen on Trim setups, be proud of yourself and thank you very much for giving a such a great learning content to the community. You are awesome!

    • @PolygonAcademy
      @PolygonAcademy  Před 2 lety

      You're most welcome! thanks for taking the time to watch, always happy to hear people enjoying the content!

  • @lavart7043
    @lavart7043 Před 4 lety

    This is nice concentrated piece of tutorial! Too much valuable info. Thanks.

  • @jasonyikai6443
    @jasonyikai6443 Před 4 lety +2

    You are back!!! Thanks for the video.

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +1

      back at it! I might disappear from time to time but will always be back to resurrect the channel :D enjoy!

  • @Felocatel
    @Felocatel Před rokem +1

    Excellent explanation, I found it very useful. Thanks a lot!

  • @magnusran
    @magnusran Před 4 lety +14

    Bro, this is exactly what I was struggling with! Yesss

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +1

      sweet! always happy when my content comes out in time to help people out :D

  • @dmitryleshchenko7292
    @dmitryleshchenko7292 Před 4 lety

    Thank you very much Tim! Great tutorials! I'm learning a lot!

  • @tiagoballin5827
    @tiagoballin5827 Před 4 lety

    Such an amazin content! Hofeully there wil be more soon. Thanks

  • @creativemonkee
    @creativemonkee Před 4 lety +1

    This is amazing! I love all of your videos! It's awesome to get some tutorials from an industry professional!

  • @PolygonAcademy
    @PolygonAcademy  Před 4 lety

    Heads up, all the example files are 50% off for the next 48 hours : gumroad.com/l/Trims/trims50

  • @PropheticGamesProductions

    Wow, Thank you for this tutorial, I will watch the entire series carefully. Thanks a lot :D

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety

      cheers, I hope you learn a few things and enjoy :)

  • @juanmilanese
    @juanmilanese Před 4 lety +1

    Dude... exactly what I asked for and MORE, this is amazing!

  • @sean8306
    @sean8306 Před 3 lety +1

    You're awesome man, learned a lot from you so far, thank you

  • @88hyuuga88
    @88hyuuga88 Před 4 lety +3

    Thanks for all the tuts man, i'm learning so much from you!

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +1

      you're welcome, thanks for stopping by to check them out!

  • @RuthwikRao
    @RuthwikRao Před 4 lety +2

    Wow looks like you dropped a bomb with this series, Gametextures had done an amazing but rather long ass stream on the subject but this looks more focused and streamlined, plus it's just an added bonus coming from you and this channel. Can't wait to get cracking on this :)

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +1

      cheers! yea the gametextures vid is great as well!

  • @Dtikwa
    @Dtikwa Před 4 lety +1

    This is exactly what i was looking for for my scene :) cant wait to go through it proper :)

  • @gordatatuada
    @gordatatuada Před 4 lety +3

    Thank you so much for this, this playlist is exactly what I needed! :)

  • @armanchahal1
    @armanchahal1 Před 4 lety

    so pumped up for more videos

  • @ShmabaArt
    @ShmabaArt Před 4 lety +2

    I demand more videos on specific topics like this!

  • @Chauxz
    @Chauxz Před 4 lety +2

    Really nice video, exactly what I was looking for. There are not that many tutorials about trim sheets on CZcams. Cheers

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +1

      hope this answers any questions on trims! thats the goal anyways. thanks for watching :)

    • @Chauxz
      @Chauxz Před 4 lety +1

      @@PolygonAcademy you tend to explain everything really indepth. So far all my questions were answered.
      I am a beginner max user. I used to use Maya but my college uses max for the 3D lowpoly/highpoly classes. So I also learned a few max things! :)

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +1

      @@Chauxz sweet! thats what I like to hear!

  • @AndrewByrnes1
    @AndrewByrnes1 Před 2 lety +1

    absolutely SMASHED the sub button. You're a legend!!!!!

  • @Spyro_76
    @Spyro_76 Před 4 lety +3

    Yes! This is just what I was looking for!!:)

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +1

      dope! go forth and make some cool art :D

    • @Spyro_76
      @Spyro_76 Před 4 lety

      @@PolygonAcademy I'm on it! :)

  • @amalbubble7812
    @amalbubble7812 Před 4 lety +3

    Thanks so much Tim for the trim tutorials. You are great.

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +1

      you're welcome, thanks for stopping by to watch :)

  • @DarkAutumn3D
    @DarkAutumn3D Před 3 lety

    I've actually been looking for a good reason to start using ZBrush again so I decided to follow this tutorial all the way through. I'm using Blender though but recently came over from 3DS Max after almost 2 decades of loyalty lol.

  • @StewartMorrison9
    @StewartMorrison9 Před 4 lety +2

    Thanks so much for this your tutorials are the best on youtube dude

  • @stuartbunkell1337
    @stuartbunkell1337 Před 4 lety +1

    Sharing this with all my classmates! Thanks dude

  • @tonyc4777
    @tonyc4777 Před 2 lety

    This is very helpful. Thank you

  • @adamplechaty
    @adamplechaty Před 4 lety +1

    Love your vids Tim and glad to see you back here on YT in full force. I just recently started a course on Game Art and Design and so far been let down by the quality (or depth) of the curriculum. So again thanks a lot for your time and efforts here on YT and keep at it!
    Addendum: oh and do please make a dedicated tut on texel density and making texture res correspond with scale! That has been bugging me for a long time now and can't get a straight answer anywhere ;)

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety

      yup will do! thanks for watching. there are a couple great resources on texel density people posted on artstation, just search texel density artstation on google and you will probably find it.

  • @lockenessmotorsports818
    @lockenessmotorsports818 Před 4 lety +1

    oh, hell yes this is what i was waiting for

  • @josephsargent4736
    @josephsargent4736 Před 4 lety +1

    He's back! Keep it up

  • @christianstamati
    @christianstamati Před 4 lety +1

    Your content is amazing! Thank you very much!

  • @Katieemmaw
    @Katieemmaw Před 4 lety +1

    Thank you so much for this series Tim! Caught up on all of your videos yesterday and learnt a whole bunch!

  • @BigMicy-bz7zr
    @BigMicy-bz7zr Před 2 lety +1

    i have watched this video like a hundred times lol

  • @fl260
    @fl260 Před 4 lety +1

    Somehow missed the notification for that one. I think I've said that before, but whatever : most professional channel out there... which the content is entirely free. Please, set up a Patreon account, so we can show you how much we appreciate your help!
    Thanks for continuing this series!!

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +1

      Cheers! I am considering it at some point :) if i do ill make an announcement 👍

  • @Dlivrd
    @Dlivrd Před 4 lety +1

    Really great video - super useful, good job :)

  • @sehbawakil2378
    @sehbawakil2378 Před 4 lety +1

    I was just thinking abt this.. Right in time thankx!!

  • @luiyijose78
    @luiyijose78 Před 3 lety

    Tim is teaching me how to Trim

  • @randalwoody298
    @randalwoody298 Před 4 lety +1

    Great work!!!

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +1

      Thanks, glad you enjoyed it!

    • @randalwoody298
      @randalwoody298 Před 4 lety

      @@PolygonAcademy Finishing up on it now it looks pretty good so far.

  • @karimdaouiji9146
    @karimdaouiji9146 Před 4 lety +1

    Awesome content, you are awesome!

  • @vivekkumarranjan94
    @vivekkumarranjan94 Před 4 lety +2

    Why am I smiling? Fantastic

  • @omri1324
    @omri1324 Před 4 lety +1

    He's back!

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +1

      back again :) jolting this channel back to life :)

  • @supanewb9000
    @supanewb9000 Před 4 lety +2

    Ty for more videos! i need moar!!!!!!!!!!!!!!!!!!!!! also thank you for all your help!

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +1

      haha thanks for the passionate support :) appreciate it!

  • @plus2055
    @plus2055 Před rokem +1

    Amazing !! Thanks

  • @byrontribs7539
    @byrontribs7539 Před 4 lety +1

    this is amazing !! thank you !

  • @not_decaf
    @not_decaf Před 4 lety +1

    Awesome video

  • @Dan_yen
    @Dan_yen Před 4 lety +1

    Thank you bro, you save my arts.

  • @BrandonCarter07
    @BrandonCarter07 Před 4 lety

    Man thank you so much for these videos, I can't tell you how big of a help they are to reference when I'm feeling stressed out with an environment project! I have a question about your 3DS Max keyboard shortcuts though. I haven't set any up myself and can tell it's slowing down my workflow but haven't the slightest idea which functions are worth setting up shortcuts for and am concerned I'll overwrite something important or get swamped setting up shortcuts for every little thing. Do you have any advice or resources on how to approach keyboard shortcuts?

  • @thiezubu
    @thiezubu Před 2 lety

    dude, make a course, full course on building an env from start to finish, i'll pay good money for it. You r amazing

  • @reggielapera2910
    @reggielapera2910 Před 4 lety

    1 thumbs down? wth!! this is good tutorial!!!

  • @michaj5587
    @michaj5587 Před 4 lety +2

    Thanks a lot for the tutorial :).

  • @howl13
    @howl13 Před 4 lety +1

    THANK YOU VERY MUCH !!!

  • @arash926
    @arash926 Před 3 lety +1

    THANK YOU!

  • @harrysanders818
    @harrysanders818 Před 4 lety +1

    GOLD!

  • @gaelschlupp9963
    @gaelschlupp9963 Před 3 lety

    Many thanks

  • @lyzie59
    @lyzie59 Před 4 lety

    hey Tim
    How your Wrap mode 1 can be operate, with no uv square ? When you modeling your trimsheet plane, the uv are never unwrapped. How Zbrush can handle the wrap mode without uv ??

  • @akinmaya
    @akinmaya Před 5 měsíci

    Thanks for video.How about Ultime Trimsheet technique?

  • @devjitpaul1191
    @devjitpaul1191 Před 4 lety +1

    thanks for this,

  • @ZephrusPrime
    @ZephrusPrime Před 4 lety +2

    I think that this is super great that your showing the workflow that is actually used and needed for ones tool kit! I was wondering if you would feel comfortable enough to use ZModeler to make you initial base mesh instead of Max or Maya?

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety

      Im super noob in zb but im 100% sure thats an equally valid workflow :)

  • @crimson_sun7274
    @crimson_sun7274 Před 3 lety

    I'm using Maya and though most parts is directly translateable, some things aren't. When you break off one of the large bricks on Trim_A it has endcaps towards the next brick. This does not happen when I use extract in Maya. What method would be preferable here? Bc I understand that it is possible in Maya aswell, I'm just missing something =)

  • @BrandanLee
    @BrandanLee Před 4 lety +7

    took one look at this and was like, yep, that's exactly how I plan my trim sheets. :) But a little in I realized we're pretty different.
    My pipeline is to sculpt all my normals in Quixel's Ndo, then apply Material IDs, then go to Ddo and create the textures with hand painting and screening where necessary, and finally export to TGAs. I then quickly combine the normals and AO to the albedo and merge them into one shaded map (so I can see shadow details when there is no shading information), which I take to 3dsMax. From there I apply my trim sheets.
    So to plan that, I slap together lowpoly blockouts of my environment (the whole thing) and I'll open photoshop and create a 4098x4098 black and white texture, which I import as a UV plane to 3DsMax. Then as i do my blockout and realize what trims I need, i just "sketch" onto that photoshop UV and slap it onto my greybox. That tells me as I go, what do I need, and lets me quickly iterate and plan how to minimize textures to just a minimum number of sheets, reusing what I'm making as I make it.
    The upside -- planning and asset creation are done simultaneously. Very fast. If I had concept art to begin with then I can rapidly produce results for a producer or art lead to look at and they tend to appreciate having "done looking" greyboxes the same day as they issued the ticket. I do too, it it helps me think more of the finishing details of the scene day one rather than crash face first into them day 30.
    The downside -- I have ADD, so the act of closing one program to open another sometimes jogs me out of my flow, and results in focusing on one task rather than the other and getting carried away. To prevent that I had to buy another monitor and place it next to my 3ds main window to jump back and forth. I also tend to get complacent with my existing trim textures and materials, because UVing is such an old and tiresome process I associate it with things being nearing completion, and that turns me off to iterating models and trying new things as I go. (ADD, again, robbing me of speed gains using this workflow, if I allow it to do so.)
    Maybe that helps! Off to work. :D

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +1

      dope! sounds like a good workflow, totally agree on having the done looking greyboxes as fast as possible. really helps with project momentum. thanks for sharing!

  • @orsonredpath7193
    @orsonredpath7193 Před 4 lety +1

    I figured out where that one dislike came from, it's because you didn't teach the whole alphabet.
    Thanks a lot for the tutorial it's really helpful to understand trim sheets.

  • @qww177
    @qww177 Před 3 lety +1

    Is there a formula for dividing trim for different texel density? Mine is 50px/m. How to calculate trims?

    • @PolygonAcademy
      @PolygonAcademy  Před 3 lety

      for current gen i use 512px/m so a 2048 would cover 4x4m, i usually just chop the trim sheet into a combo of 1m, 0.5, 0.25m thick trims. but when you are uv mapping there will be some squashing and stretching in most cases, but a 10-20% texel density difference is not going to be noticeable.

  • @kallymihova6232
    @kallymihova6232 Před 4 lety +1

    Hey Tim! Thanks for doing this series it's super helpful!
    Is there a reason for using Max or can this step be done in Maya as well?

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +1

      This can pretty much be done in any 3d software, max, maya, blender etc. I just have been using max my whole life so thats why i used it haha

  • @3dani49
    @3dani49 Před 4 lety +2

    Great videos and great channel! sub!

  • @imperialTech
    @imperialTech Před 2 lety +1

    Will this work for 3d printing to have very high detail? I want to print out walls for Star Wars Black Series 6 inch diorama.

    • @PolygonAcademy
      @PolygonAcademy  Před 2 lety

      No probably not. You need actual geometry to 3d print details if you want the actual shapes to show up. You could use this workflow with a displacement map that actually displaces geometry and save that out, but just using a normal map wont work for 3d printing. So the answer is, yes but slightly different workflow using displacement and actual highres geometry :)

  • @miloszgierczak4806
    @miloszgierczak4806 Před 4 lety +1

    Bro, this is awesome!
    And i exactly look like you tho :D

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety

      Hahah thanks, oh you mean you are devastatingly handsome as well?? 😂

    • @miloszgierczak4806
      @miloszgierczak4806 Před 4 lety

      @@PolygonAcademy Only the beard color didnt match i.postimg.cc/8ckLmzq6/Screenshot-424.png :D
      quit question, any possibility to contact you via discord or so? You are a really smart guy and im looking forward to get more inspiration around me these days, especialy to look for people like you. Regards, Miłosz.

  • @HaydenHancock0
    @HaydenHancock0 Před 4 lety +1

    Great video! What commands are you pressing to remove the faces + edges from the back? I can't seem to do it as quickly as you. Is there a specific name for doing this?

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety

      Think it was the defualt F4 to toggle edged faces? That and alt+x to make meshes transparent are my main ones

  • @inoyashakitbu1178
    @inoyashakitbu1178 Před 3 lety +1

    it would be cool to know which of these parts are separate models, just to understand cause I work in an other Software

    • @PolygonAcademy
      @PolygonAcademy  Před 3 lety

      Each trim line were all exported separately and brought into zb as their own sub-tools :)

  • @Aussie.Owlcoholic
    @Aussie.Owlcoholic Před 4 lety +1

    Hey, are you still planning a potential series on Udemy or Skillshare or something? This advice is invaluable and surprisingly hard to find good info for online, would love so much to have a full in-depth course covering a whole scene or whatever you are able to do :)

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +2

      yea still planning some courses for 2020 hopefully, they will be super in depth and should cover everything someone needs to know to make environments as well as light them properly.

  • @Iknowvfx
    @Iknowvfx Před 2 lety +1

    Was wondering if you are still planning on doing a video on texel density? I haven't found a video that actually discusses it in depth.

    • @faryanblender8946
      @faryanblender8946 Před 2 měsíci

      this answer may be a bit too late but check the texel density tutorial from AENDOM.

  • @Mrmarkusd007
    @Mrmarkusd007 Před 3 lety +1

    Love all your tips! I’m new to 3d but am using Maya what tool would I use to make creases in Maya or is this something I can only do in Max. Keep up the great tutorials it’s really inspiring me and helping me understand video game production.

    • @PolygonAcademy
      @PolygonAcademy  Před 3 lety +2

      I think maya you can harden/soften edges, not sure if its the same, alternatively you could add some chamfers or supporting edgeloops like most hp modeling workflows :)

    • @Mrmarkusd007
      @Mrmarkusd007 Před 3 lety

      @@PolygonAcademy thank you again! Will definitely be supporting your gumroad!🍻🍻

  • @SimplyCrazySid
    @SimplyCrazySid Před 4 lety +1

    Yeahhhh this is good! So stoked about checking out the other videos. Had a question about lightmaps for the models that use the trim sheets. Do you auto generate them in UE4 or lay it out yourself? Thank you for the videos btw! All of them dropping at once is just pure joy.

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +1

      part 4 of this series covers that in depth! quick answer, for most models I will try an auto generate, but for modular kits/trim meshes I usually do a quick cleaner uv 2 in max.

    • @SimplyCrazySid
      @SimplyCrazySid Před 4 lety +1

      @@PolygonAcademy thank you! And my bad I'm still on part 2. Impatient x.x

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +2

      @@SimplyCrazySid no problem in gettin' excited :D

  • @leihejun844
    @leihejun844 Před 2 lety

    2:52 Tim is Canadian 🍁

  • @theseatomictimes344
    @theseatomictimes344 Před 4 lety +3

    ah I wish u was my 3d lecturer 4 years ago.. My 3d tutor in uni was doing his own thing and wasn't explaining anything, i don't remember he mentioned about trim sheet at all. 🙄

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety

      ah that sucks! but glad you found my channel, hope it helps :)

  • @CommandCentreWargaming
    @CommandCentreWargaming Před 4 lety +1

    Epic

  • @twinnie5393
    @twinnie5393 Před 4 lety +1

    hey polygon academy, whats your recommendation. should i use blender or 3dsmax, i like blender cause it has a sculpting feature and zbrush is to hard to learn

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +2

      Use whichever you prefer. If you want to work at a game studio in future you will probably have to learn max or maya, but there is no problem building your skillset and portfolio in blender and then just learning max or maya later on, its the overall skills like clean modeling and smart uv layouts etc that matter, not software :)

  • @wilbru012
    @wilbru012 Před 3 lety +1

    Hey great tutorial! I just have one question about the crease. You creased the edges to export to Zbrush, but as I remember crease works just in the software you are. So why did you do it if you didn't use the Turbo Smooth? Thank you!

    • @PolygonAcademy
      @PolygonAcademy  Před 3 lety +1

      I am pretty sure it translates over to ZB when you add the crease and use FBX, it's been a while since i did it, but there are a bunch of tutorials out there where crease comes over from max/maya to zbrush.

    • @wilbru012
      @wilbru012 Před 3 lety

      @@PolygonAcademy awesome, I'm going to look into it! Thank you for the quick answer.

  • @fernwehmind
    @fernwehmind Před 4 lety +1

    Hey Tim,
    Thank you very much for the video series but i have a question when you export trimsheet_a on 16:00. You started with modeling bottom part as three seperate object. But did you join them together as you exporting to zbrush ? I watched carefully video on 0.25 speed but i couldn't catch up with that.
    Thanks again.

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +1

      each trim was it's own obj exported from max into zbrush and also its own seperate obj once I exported it out of zbrush, I didnt attach them at any point :) hope that helps!

    • @fernwehmind
      @fernwehmind Před 4 lety +1

      Oh i see, then full trim consist of 7 obj file.Thanks for answer ^^

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety

      @@fernwehmind exactly, thats why i named them a-g to keep track

  • @EmvyBeats
    @EmvyBeats Před rokem +1

    Is it better to go 4k on textures and then scale down later? would you get a slightly better material out of that?

    • @PolygonAcademy
      @PolygonAcademy  Před rokem +1

      Yea thats an option, you can also set it to downscale directly in unreal so it uses the map as a 2048 if you need to save on texture memory

    • @EmvyBeats
      @EmvyBeats Před rokem

      @@PolygonAcademy Thanks!

  • @mayurhedau5930
    @mayurhedau5930 Před 4 lety +1

    First i wanna thanks for such great tutorial series on Trim sheet but I have a question. Right now i am creating sci-fi environment, should i create modular kit with unique texture or should use trim sheet with with medium polygon geometry ?

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +1

      for modular kits, use tiling textures and trim sheets, along with some medium poly stuff for sure. it makes it way more versatile

  • @joserororo9240
    @joserororo9240 Před 4 lety +1

    Greetings Tim.., a doubt when generating hard edges ..., you recommend using this process "Crease" ...., why not use Bevel or parallel edges to harden the edges ....,? Crease offers better behavior to create hard edges ....? Thank you, un Saludo

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety

      i use crease when going to zbrush because if you bevel the edges it adds more concentrated geometry there along the edges and can create issues in zb when you subdivide where there are a ton of tiny little polygons along the edge that are not relative to the polygon density of the overall model, and you can get some errors when sculpting damage on edges and stuff. you could bevel but I have found crease to work better for basic zbrush base meshes. you could also bevel them and then dynamesh in zbrush as well to get even polygon density but thats an extra step.

    • @joserororo9240
      @joserororo9240 Před 4 lety

      @@PolygonAcademy Perfect thanks for the answer ...Un saludo