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|Product Name:||Using Trim Sheets and Decals for Game Artists|
Using Trim Sheets and Decals for Game Artists
Become a much more valuable game artist by learning how to use trim sheets and decals in a production. Reuse of assets in games is an incredibly important optimization, at the cost of truly unique pieces and visibly repetitive patterns. Prop decals are an efficient way to alter very common assets in your game for minimal resources, allowing artists to easily break up this repetition and provide virtually infinite combinations of designs for their assets.
NO MORE HARD EDGES
All games suffer from sharp edges and visibly low-polygonal corners. However, by using edge normal decals, we can effectively remove any trace of these nasty edges. With a bit of simple extra geometry, as well as clever decal unwrapping, we can completely revolutionize our edges. Giving our environmental assets a higher quality look that would be more difficult to capture in traditional texture bakes.
A PURELY MODULAR WORKFLOW
There is an unlimited amount of optimizations an Environment Artist needs to make in order to prepare the game world in a playable way. By harnessing the power of modular textures and meshes together, an artist will be able to enhance the detail of their worlds while simultaneously cutting down on the performance costs of the resources they use. With a purely modular workflow, artists will have both total control and creativity over their game worlds.
Charlie “Chunck” Trafagander is a Freelance Game Artist, Indie Dev, Tutorial-Maker, and, in general, curious mind. Having worked for a few Indie developers, he has been able to touch most roles in game development, which he also likes to break down in various formats on his YouTube channel “Get Learnt”. Currently, he is working as a Material Artist in the AAA industry.
Because this is an advanced-level course, I expect that you are familiar with 3D modeling, UV unwrapping, and simple texture creation in general, as well as knowing how to navigate and use your software. While I use Blender, Substance Designer, and Unreal Engine 4 throughout this series, the concepts taught in this course are as software agnostic as possible.
To maximize your experience with this course, it’s recommended that you:
Be confident in modeling, UV unwrapping, and tileable texture creation Know how to efficiently import/export 3D files with your modeling application of choice Be able to navigate several different software packages NOTE ABOUT GAME ENGINES
Where you may run into issues is your game engine of choice. If you aren’t using UE4, in order to follow along, your game engine must support “deferred decal materials”. We make use of that for many of the complex “normals-only” materials we create.
This is a personal license as stated on the FlippedNormals licensing page.
Below is a list of the installation package types provided by this product. The name of each package contains a Package Qualifier (WIP), which is used as a key to indicate something about the contents of that package.
[ ] = Optional, depending on target application(s)
Not all installation packages provide files that are displayed to the user within the interface of an application. The packages listed below, do. The application(s), and the location(s) within each application, are shown below.
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