UNLIMITED
MASTER MODULARITY AND TRIM SHEET TECHNIQUES
AUTHOR
Jingtian Li
Jingtian Li is a fulltime professor teaching game development. He holds an MFA in Computer Art, and has worked on various animation and mobile game projects.
In this tutorial, we will demonstrate a modular workflow that utilises Substance Designer as the tool to create trim sheets. The primary goal is to show how to use Substance Designer to create clean and detailed trim sheets that can help speed up the process, as well as how to properly set up modular pieces, stack UVs, and more. The artwork was created with a minimal number of models, polycount and textures. The software used in this tutorial are Maya, ZBrush, Substance Designer, Substance Painter and Unreal Engine 4; we will cover important and unique parts to the workflow and will assume that readers have a basic knowledge of the software being used. Additionally, important designing techniques will also be discussed.
Keep in mind that there are many ways to achieve the same result; an artist could choose to use ZBrush and Live Boolean to make the panels and cables, and utilising the advantages of different applications could yield better quality. It is
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