Thursday, July 30, 2020

Trim Sheets Research Project


Hello!
First off, these are all of the things I found/read about trim sheets.  Please use these as they're all so good.
Trim Sheet Reference (Free)


Extra Tutorials / Resources (Paid)

What are Trim Sheets?


SY Tech Trim Sheet and Snack Bar (Valorant Styled)

You've probably been wondering what trim sheets are supposed to be since I've been talking about them for a while now.  A Trim Sheet is a singular UDIM that houses multiple different but very similar textures that are tiled and allows for the model to instead of using its own unique texturing, making the UV's fit within the constraints you assign to create very good looking assets for very cheap.  Instead of working from a low poly to high poly to texture phase on each asset, assets using the trim sheet will share a singular texture set (similar to an Atlas for asset packs) bypassing the latter part of the pipeline process and allowing for more specific modeling to be made instead. 


My trim sheet layout.  If I maintain this layout, I can switch any design onto the assets that use this and it should be an easy change without retexturing every asset.

Basically, it's great for tiled or repeating objects or trying to save as much budget as you can on your project.  The more things you can make look unique on a trim sheet, the better off the trim sheet is and more budget you can get back.



Pipeline Integration

At this point you may be wondering, how does one create a trim sheet that allows you to be successful in gaining back budget and can be put towards a bigger asset.  Well it's simple, yet very complex when you get into the grit of it.  When considering the normal pipeline, you see a simple flaw when it comes to the asset creation:

  1. Asset is made in Maya or Zbrush (generally speaking)
  2. Once you're done with the starting model, you go into working on high poly.
  3. After the high poly is made you start making UV's to sit those textures you made in the high poly onto the low.
  4. Bake the high and low together to finally texture. 



If you see here, its seamless texturing across the assets.  The should link up very close to each other with little showing.
Corner piece made the same trim as everything else below.


The full set of assets for SY Tech.  Over 25 assets use the trim sheet of uniquely designing it.

This is how the trim sheet looks when you're placing the UV's onto the screen.  Very flat and stretching over mutliple UDIM's,  This would be a Substance Painter nightmare, but since you're not needing to do substance anymore its fine.

The total result of what you get from this asset pipeline is 1 asset per completion of the pipeline.  That sounds okay for hero assets, but what about all of the back drop assets?  Certainly you wouldn't want to every model while still keeping that level of detail you did for the unique one.  This is where trim sheets shine!  Trim sheets bypass the modeling phase, and only focus on getting the design of the texture good looking to wrap around a model and can be reused multiple times, can be altered, changed, etc. with very little effort.  The new pipeline would go like this:

  1. Cut out Trim Sheet sections and model your specific (tile able textures are musts here!) pieces on how you want it designed
  2. Once you have the modeling made, take it into high poly and design the weathering ( if you need to)
  3. Then take it over to a texturing program like Substance to create the look you want the trim to be and export to a texture map.



Now after all this is done, you would go back to the original pipeline with a change:

  1. After modeling your asset, you would load in the texture into the UDIM area and begin straightening your UV's to fit the tiled areas you assigned for your Trim Sheet.
  2. And instead of making a "Unique" texture, you are actually stamping on the trim sheet all over the piece.
  3. Once you're done, you can reuse this trim sheet over and over again for unique assets. 
  4. Another extra thing is that if you decide to change the visual look of the asset, you can easily change the trim sheet with little to no effort retexturing potentially hundreds of assets later on down the pipeline if a color swatch change happens or someone says they want this to be a different material. 



Pitfalls / Limitations

This wouldn't be a perfect pipeline process if it didn't have some major concerns when starting a project using trim sheets and its limitations.

  1. You have to build the trim sheet up before you create the assets.  This is very difficult to do before potentially knowing what really it could be used for. 
  2. When they are made, the trim sheet is largely generalized to fit as much information as possible into it to get as much yield of the texture.
  3. These are potentially not final assets within a game if you do this everywhere.  While you can certainly design it to work all the way up to polish, if you wanted to make everything feel unique, this is tougher to do.

There are certainly more problems when using them, but the benefits outweigh the downsides.  In my humble opinion, if the system is designed from the ground up using them, the visuals will like almost no different from a unique asset.  All about how well you make them work.


 This is what happens when you are using a texture not really suited for it.  This particular one is the wall texture and it tiles incorrectly because of the way the whole thing was designed.  I would need to make a new trim sheet instead of just using the wall one as it doesn't tile well for floor assets that are supposed to be giving depth.

Helpful Hints

Last part of my work I think that would help people out.  Personally a lot of this stuff is still shown within my most recent pieces, so if I were to get back into the piece and redo some things, these are some helpful tips:

  1. Coloring the Trim Sheet to be very similar or all one master material would help immensely.  You don't want to spread your trim sheet too thin for what it can do otherwise you'll end up not using the whole trim sheet.  Both of my current projects I worked on deal with this problem and I am working through now.
  2. Get the assets and the trim sheet into engine ASAP.  It’s the most important and relevant thing out of this process.  If you plan on getting good results, make sure you do a lot of testing before committing to a design or else you are going to have a lot of snags.  Currently the SY Tech project I've worked on has a lot of that within the floor texturing.  They're not well equip for rotational usage, so the texturing tile looks wrong and does not connect to each other seamlessly.
  3. Make sure you are very rigid for your measurements on your assets.  If you plan on modularizing stuff with this pipeline flow (which you should with), then you must be very particular on your scale you plan on running.  1 Meter, 2 Meter, 4 Meter, whatever you end up picking, stick to that guideline otherwise you'll be upset.
  4. Learn to manipulate your UV's as much as possible.  When hero asset UV'ing, you'll generally make UV islands that encompass the whole primitive shape or most of it connected to make it easier to find as well as have good seams.  This is not the case for Trim Sheets, they are independent of seams.  Meaning you can split things down to single faces if you REALLY wanted to.  Not advised, but can be done.






Tuesday, July 14, 2020

Polish Round 1 - Maya Updates

Finishing all of the necessary Maya updates to get to the end.  I will be making a trim sheet(s) for the extra stuff I did for the SY Tech update.




Snack Bar Update.  I only took pictures of the chair, but I updated a lot of little things throughout the piece and I'm now able to finally get done with UVs and move to the final of it.



Finally a side project I'm working on.  A simple design, but I plan on trying to get the right texturing work that the concept has.





Tuesday, July 7, 2020

Week 4 - Snack Bar

Trim sheet not used yet.  Just Substance painting at the moment to get something down.  But its the same materials as what I created so not much should be different.









Tuesday, June 30, 2020

Week 3 - Snack Bar


Status Update
  1. UV's for the trim sheet proved to be more difficult somehow.  I had to troubleshoot a lot more than I had hoped. 
  2. Trim sheet is done, just now its substance painter and some texture baking from Zbrush if needed. (Doesn't feel like I do though)
  3. Model is "Done".  Just needs cleaned up and UV'd at this point. 
  4. Not in engine yet.

I'll update this post with more detailed information of what happened and how to avoid it (once I figure it out fully that is).  So far I've made some fixes to it, but they're not permanent fixes right now.

PROGRESS SHOTS










Steps Currently Done for Trim Sheet Pipeline Integration
  1. Created a reference image board for the product.
    1. Put all of the artist's work onto a Pure Ref and up resolution some portions of image for readability
    2. Used PureRef to gather images directly from Valorant and gathered reference for what type of detailing the textures would be.
    3. Went to Photoshop and cut and trimmed down the images to get just the texture desired.  Straightened the image out and placed it onto a predefined trim sheet size to prep for making the high resolution FBX in Maya.
  2. Maya Creation
    1. Worked on a blocked out version of the building keeping into consideration the scale of a normal sized human.
    2. Polishing block out of building, refining as I go and fixing certain problem areas that I knew I needed to tackle to be ready for UV's.
    3. Semi-modularized assets to account for integration into UE4 and allowing for kit bashing if needed for other projects.
  3. Trim Sheet Creation
    1. Made seamless textures that pan across a square UDIM.
    2. Modeled set of tiles spaced out to allow for 7 different texture variations.
    3. Took it into Substance to match the style of Valorant.


Tuesday, June 23, 2020

Week 2 - Snack Bar


Status Update
  1. About 75% of the way done with the modeling phase for the asset.  I realized that I won't be doing a high poly of the asset itself so I'll be doing only the high poly in a trim sheet format.  I need to finish the backside and the interior now.
  2. Trim sheet idea content page is done, as well as a test trim sheet to show concept.
  3. Trim sheet mockup is done.  We can test textures on the model once UV's are laid out nicely.

To Due Next Week
  1. Finish Low Poly / Final Model
  2. UV Layout
  3. High Poly of Trim Sheet
  4. Written Run through on Trim Sheet Creation process (at least my process)

We're about halfway done with this project already.  The trim sheet should be something I actually should start out with when concepting it seems like as its very important to know what pieces are going to be modeled in and what type of trim sheet will you need to make that asset work.

For now I figure I should have 2 different types of things:
  1. A trim sheet with major shapes and pieces (70% of detail)
  2. A trim sheet with minor shapes and pieces OR a unique UDIM page specific to the smaller assets. (30% of detail)

This way I'm able to get the specific detail I want within the mesh, but also allow for the trim sheet to be used in other places in the environment (if it had one around it) to make things feel like they're built from the same product.  I'm curious to see the result, especially since I'm going to be mimicking Valorant art style.  Below is a ton of different tutorials and documentation that I'll be updating as I find more things about Trim Sheets or Floater Sheets (note, need to find out the differences within trim and floater).

Trim Sheet Reference (Free)

Extra Tutorials / Resources (Paid)

Polygon Academy gives you the proper step by step process on how to achieve the results he gets through a video format.  Very easy to follow and would recommend it for the beginning journey to learn trims.  Then a lot of the information in these 80 Level documents or modular environment piece documents are about specific things that others do slightly different so that’s good.  Lastly, Alex also has an additional paid content you can purchase that goes into more strict detail on how well you can modularize everything it seems.  I haven't bought it yet, but in general he is incredibly knowledgeable about this subject and absolutely worth checking out.  Also totally check out Alex Senechal's Youtube channel.  What he talks about on his channel is super dope and definitely worth the time to work through everything.

Now for progress images.











Steps Currently Done for Trim Sheet Pipeline Integration
  1. Created a reference image board for the product.
    1. Put all of the artist's work onto a Pure Ref and up resolution some portions of image for readability
    2. Used PureRef to gather images directly from Valorant and gathered reference for what type of detailing the textures would be.
    3. Went to Photoshop and cut and trimmed down the images to get just the texture desired.  Straightened the image out and placed it onto a predefined trim sheet size to prep for making the high resolution FBX in Maya.
  2. Maya Creation
    1. Worked on a blocked out version of the building keeping into consideration the scale of a normal sized human.
    2. Polishing block out of building, refining as I go and fixing certain problem areas that I knew I needed to tackle to be ready for UV's.
    3. Semi-modularized assets to account for integration into UE4 and allowing for kit bashing if needed for other projects.

Monday, June 15, 2020

Week 1 - Snack Bar

Current progress on where we are with the Snack Bar.  Major shapes are done, just got to add a lot of minor details to make everything work.




Reference board that I'm working on.  Will get some images for the actual textures as I finish the model more, I'm going to be making a trim sheet for this to eliminate as much custom modeling as possible but rather trying to make a system work within a sheet.

I plan on getting some good industrial images complimented by a food truck style system.  Next week I'll have the most completed design.  For now here is specifically Valorant's metal figures textures and designs on a Pure Ref board that helps with texturing in their style.


Schedule
 
Week 1 - Block Out 
Week 2 - Low Poly / Start Trim Sheet Start
Week 3 - Trim Sheet Finish / UVs
Week 4 - UE4 Integration / Lighting 

Tuesday, June 9, 2020

Week 0 - Future Snack Bar

For my second project, I will be doing this snack bar in the style of Valorant: