Trim Sheets


In this devlog entry, I want to conclude my prototyping regarding trim sheets and the researched workflow:

The base model for the trim texture, and with it the trim layout, came from Maya. I had to specifically model and prepare the model for the Zbrush pass, which demanded additional geometry, and a certain thickness to the model. This is for ZBrush to work with additional depth, as too thin geometry could lead to issues.

The base model before the Zbrush Pass

The model then went to ZBrush. I only went for a quick ZBrush pass, which took me less than 30m since this is only a prototype. The original ZBrush pass is estimated to about 2 hours. In this pass, I added damages and rocky attributes, to make the whole thing feel...rocky.

After the ZBrush pass is done, it looked like this.

It is definitely okay to really take your time in the ZBrush pass, since this texture will be used by multiple assets in the game.

After ZBrush, the sheet was baked onto a plane in Substance Painter. From there I utilized the various baked maps to create the textures.

Image of the done Trim texture in Substance.

For the details, it was way easier to use alpha brushes and the height map in Substance. I made the alpha brushes myself and figured the right spacing, to make it tilable.

Alpha Brush 1

Alpha Brush 2

This concludes the prototyping of the Trim Texture.

Files

SwingBuild.zip 258 MB
Mar 14, 2023

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