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Final Major Projects FMP

Week 8

Trim sheet 2

After I learned about how to use UV mapping to maximize the efficiency of a trim sheet, I think it is a very smart approach. Especially in game development where texture memory and performance are crucial. Though I’m not doing a real-time rendered project, I still think trim sheets are a great way to add detail to a model without increasing the polygon count.

To maximize the trim sheet, I align edges with the trim sheet elements. Straightening UV edge is not normal, but here it is important to do it. In this way UV edges can align with the straight lines on the trim sheet, maximizing texture usage and reducing waste. Also, I will scale and arrange UVs to make the most out of the trim sheet. I will scale up parts of the UVs that will use more detailed parts of the trim sheet, such as the larger part (the door frame and the beam)

When there is tiling and repeating elements in the model. I will stack them on top of each other, so the texture can apply well. By effectively using UV mapping with trim sheets, I think it is easier to create detailed models that are also performance-friendly.

▼Use UV to maximise the trim sheet

Model Display:

▼Topology:

▼White model

▼Textured model

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