
Plan a modular game environment using a single trim sheet in three textures: base color, normal map, and a channel-packed roughness, metallic and grunge map, guided by blockout and planning.
Set up Maya to Unreal Engine meter scale using a scalar reference, adjust the grid, then build blockout geometry with cubes, bevels, and extrude steps for modular pieces.
Learn to import trim sheet assets into Unreal Engine 5, manage Maya to Unreal scale with centimeters and meters, and use vertex colors to tint trim sheets in a blockout.
Export all models to Maya as a single batch to preserve scaling in Unreal, then build and refine blockout doors and windows using extrude, bevel, and pivots for game textures.
Balance and block out a windowed facade using booleans and edge adjustments, then export the main window and ceiling beam for review with a cinema camera setup.
Create a modular elevator shaft and back wall blockout using planes, extrusions, and bevels; test with midpoints and duplicates, then export to Unreal for rapid trim sheet textures.
Clean and organize the blockout scene, build light-blocking walls, and place movable rectangle lights for controlled lighting. Prep post effects and export steps for trim sheet planning.
Plan and create a trim sheet from a single texture in Photoshop, using a 1496 by 1496 canvas and 512 by 512 divisions for tileable textures, baking in Substance Painter.
Create a tileable trim sheet by modeling a low-poly plane and baking from high-poly to low-poly geometry. Use bevels, support loops, and cuts to ensure seamless texture transitions.
Create a tileable trim sheet in Maya by starting with a plane, extruding, and beveling after tiling, then prepare a high-poly with center consoles for textures in Substance Painter.
Create a tileable trim sheet panel with a simple plane, set UVs, adjust edge loops and bevels, and prototype inserts to optimize texture space for Substance Painter.
Continue the trim sheet workflow by building a modular floor with half shapes, bevels, and floating geometry, then create dents and bolts for efficient baking in Substance Painter.
Create advanced trim sheet textures for games in Maya by building detailed patterns and loops on a plane and prepare for baking from high-poly to low-poly exports.
Bake trim sheet textures with Marmoset Toolbag four, using high poly, low poly, and cage, then bake maps in 4k 16-bit and set up painter scene in pbr metallic roughness.
Texture a game trim sheet in Substance Painter using alphas from a hard surface package for normal map details, adding handles, bolts, and screws with fill layers and masks.
Learn to texture trim sheets for games by creating text in Photoshop, exporting a PSD, and building base colors in Substance Painter with white, blue, and dark steel.
Explore advanced trim sheet texturing by painting aluminium and steel, applying black masks, adjusting roughness and metallic values, and refining panels and bolts in unreal.
Create trim sheet textures for games by refining base color, masks, and emissive details. Export textures with a trim sheet base preset packing roughness, metallic, and emissive for Unreal Engine.
Unwrap the final model, perform UV unwrapping, apply a white texture, and bring it into Unreal, using weighted normals and bevels to fake high-poly trim sheet detail.
Build final game assets by integrating a trim sheet master material in Unreal, importing textures and vertex colors from Maya, and refining emissive, roughness, and metallic channels via re-import.
Learn to build a trim sheet texture with masking in painter, invert masks for text, and set up Unreal material variants using a static switch for final text render.
Turn your models into final trim sheet textures by pruning geometry, applying bevels and weighted normals, and unwrapping UVs for tileable panels, then prepare floor pieces for export to Unreal.
In creating our final models part 5, export floor and beam pieces, apply trim sheet textures in unreal, adjust vertex colors, and troubleshoot color and lighting issues.
Refine a large window model for game trim sheet textures by duplicating and adjusting floor pieces, exporting to Unreal, and adding bevels, symmetry, and clean topology.
Refine final game models by welding vertices, applying bevels, fixing topology, and UV unwrapping panels for a trim sheet workflow, then plan extra details like a video screen in Unreal.
Apply advanced UV techniques to split large surfaces into manageable segments, unwrap them with the trim sheet, and place pieces for a seamless white painted metal texture.
Master UV unwrap techniques and trim sheet application for final game models, including manual edge placement, pivots, and clean topology optimization.
Apply vertex colors to trim sheet pieces, balance green and blue accents with red highlights, then export and re-import into Unreal while testing a black dull material.
Refine the final door model by adding bevels, offsets, and details while planning trim sheet textures. Unwrap UVs for the trim sheet and preview the result in Unreal.
Improve your trim sheet workflow by cleaning and merging geometry, debugging uvs, and re-unwrapping with best plane techniques, then export to Unreal with color-coded materials.
Learn to model and texture modular wall and elevator components using bevels, uv unwrapping, and trim sheets, apply vertex colors for lighting blocks, and optimize geometry with repeated panels.
Enhance a game panel by thickening the geometry, beveling edges, and adding details, then unwrap a trim sheet, weight normals, and arrange crossbars and bolts for final models.
Finalizes game models using trim sheet textures, vertex color adjustments, uv unwrapping, and lighting setup, then exports, imports, and applies materials for a polished level design.
Finish the final models by constructing a ceiling transition piece, beveling edges, unwrapping, and exporting a trim sheet compatible with Unreal Engine for precise placement.
Conclude the trim sheet texture workflow by creating final models for games, advancing your skills through part 17 of the series.
Perform the first lighting pass after basic modeling by cleaning the scene, configuring an hdr skylight, and placing movable rectangle lights. Then craft a glass master and fine-tune mood.
Balance a trim sheet's materials by refining roughness, color, and grunge overlays in Substance Painter, then export to Unreal Engine using alpha maps and triplanar mapping for blue steel visuals.
Balance trim sheet textures for games by adjusting darkness, metallicness, and roughness, re-importing textures, and tweaking emissive lights to achieve a cohesive material look.
Polish the game environment by layering sky and earth textures, adding emissive stars, and refining lighting, then use LUT-based color grading for a cohesive look.
Polish the environment by iterating hdr maps, lighting, color grading, and trim sheet textures in unreal, using text decals, vertex colors, and targeted material tweaks for a cohesive, optimized look.
Watch a timelapse of creating a crate as part of building advanced trim sheet textures for games. Part 1 shows the crate creation process within trim sheet texture design.
Timelapse walkthrough of creating crate textures in a trim-sheet workflow: import base color, metallic, normal, and roughness, adjust UVs, export, re-import, and place crates in a test environment.
Creating Advanced Trim Sheets for Games
Learn how a professional environment artist works when creating complicated trim sheets for games. You will learn how to create an entire environment using one single trim sheet texture. Including planning, blockout creation, trim sheet modeling, baking and texturing, final asset creation and UV unwrapping, unreal engine environment setup, lighting, and final presentation.
Environment art based on the amazing concept art from Stas Yurev
MAYA, SUBSTANCE PAINTER, AND UNREAL ENGINE 5
All the modeling will be done in Maya 2022, The trim sheet baking will be done using marmoset toolbag, final texturing using Substance 3D Painter and our planning and additional details will be done using Photoshop. The final environment setup will be done in Unreal Engine 5.
At the end of this course, you will have a deep understanding of how to create trim sheets for games. Along with how to do modular modeling, interior environment lighting and post effects, and much more!
14.5 HOURS!
This course contains over 14.5 hours of content – You can follow along with every single step – The course does enclose a few small-time lapses, this is just to speed up very repetitive tasks, the rest is done in real-time.
We will start by doing our environment planning and creating the blockout. Then we will put our full focus on creating trim sheets (If you only want to learn about trim sheets, you can just skip to this part) The trim sheets will be created partly in Maya and the rest in Substance Painter.
After that, we will turn our blockout models into final and UV unwrap them on our trim sheet. Then we will get everything into unreal engine, create a special material with a lot of flexibility, do our scene lighting and post effects and after that, we will balance our trim sheet texture to work perfectly with our scene and do some final scene polish.
SKILL LEVEL
This game art tutorial is perfect for students who have familiarity with a 3d Modeling tool like Maya, Substance Painter, and Unreal Engine – Everything in this tutorial will be explained in detail and can also be replicated in 3ds max or blender as long as you know this software. However, if you have never touched any modeling or texturing tools before we recommend that you first watch an introduction tutorial of those programs (you can find many of these for free on YouTube or paid on this very website)
TOOLS USED
Maya 2022
Substance 3D Painter
Unreal Engine 5
Marmoset Toolbag 4 (can be replaced with Painter)
Photoshop
YOUR INSTRUCTOR
Emiel Sleegers is a senior environment artist and owner of FastTrack Tutorials. He’s worked on games like The Division 2 + DLC at Ubisoft, Forza Horizon 3 at Playground Games, and as a Freelancer on multiple projects as an Environment Artist and Material Artist.