Udemy
    •  
    •  
    •  
    •  
    •  
    •  
    •  
    •  
Turn what you know into an opportunity and reach millions around the world.
Learn More
Your cart is empty.
Keep shopping
Creating Advanced Trim Sheet Textures for Games
Rating: 4.5 out of 5(6 ratings)
93 students

Creating Advanced Trim Sheet Textures for Games

Learn how a professional environment artist works when creating complicated trim sheets for games.
Last updated 4/2024
English
English [Auto],

What you'll learn

  • Learn how to use timesheets to texture entire environments
  • Learn how to model large scale modular assets
  • Learn how to setup environments in Unreal Engine 5
  • learn how to do lighting for environments in Unreal Engine 5

Course content

1 section42 lectures14h 38m total length
  • Planning12:03

    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.

  • Creating our blockout Part119:25

    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.

  • Creating our blockout Part224:43

    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.

  • Creating our blockout Part323:58

    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.

  • Creating our blockout Part424:54

    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.

  • Creating our blockout Part521:44

    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.

  • Creating our blockout Part614:36

    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.

  • Doing Our Trim Sheet Planning21:59

    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.

  • Creating Our Trim Sheet Part119:28

    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.

  • Creating Our Trim Sheet Part221:25

    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.

  • Creating Our Trim Sheet Part319:54

    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.

  • Creating Our Trim Sheet Part426:25

    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.

  • Creating Our Trim Sheet Part522:41

    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.

  • Baking Our Trimsheet And Setting Up Our Painter Project10:50

    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.

  • Texturing Our Trim Sheet Part121:21

    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.

  • Texturing Our Trim Sheet Part221:36

    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.

  • Texturing Our Trim Sheet Part311:14

    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.

  • Texturing Our Trim Sheet Part422:36

    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.

  • Creating Our Final Models Part126:30

    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.

  • Creating Our Final Models Part231:42

    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.

  • Creating Our Final Models Part39:59

    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.

  • Creating Our Final Models Part421:11

    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.

  • Creating Our Final Models Part516:06

    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.

  • Creating Our Final Models Part624:08

    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.

  • Creating Our Final Models Part721:05

    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.

  • Creating Our Final Models Part822:15

    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.

  • Creating Our Final Models Part929:48

    Master UV unwrap techniques and trim sheet application for final game models, including manual edge placement, pivots, and clean topology optimization.

  • Creating Our Final Models Part1012:48

    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.

  • Creating Our Final Models Part1128:32

    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.

  • Creating Our Final Models Part1222:13

    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.

  • Creating Our Final Models Part1322:59

    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.

  • Creating Our Final Models Part1422:44

    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.

  • Creating Our Final Models Part1524:58

    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.

  • Creating Our Final Models Part1622:53

    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.

  • Creating Our Final Models Part1713:21

    Conclude the trim sheet texture workflow by creating final models for games, advancing your skills through part 17 of the series.

  • Doing Our First Lighting Pass23:54

    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.

  • Balancing Our Material Part128:23

    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.

  • Balancing Our Material Part220:02

    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.

  • Polishing Our Environment Part130:22

    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.

  • Polishing Our Environment Part214:40

    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.

  • Creating Our Crate Part1 - Timelapse15:29

    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.

  • Creating Our Crate Part2 - Timelapse12:05

    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.

Requirements

  • Knowing the basics of a 3d modeling application, Substance painter & Unreal Engine is recommended

Description

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.

Who this course is for:

  • This course is perfect for intermediate to advanced 3d artists