Afrikaans
Akan
Albanian
Amharic
Arabic
Armenian
Azerbaijani
Basque
Belarusian
Bemba
Bengali
Bihari
Bosnian
Breton
Bulgarian
Cambodian
Catalan
Cebuano
Cherokee
Chichewa
Chinese (Simplified)
Chinese (Traditional)
Corsican
Croatian
Czech
Danish
Dutch
English
Esperanto
Estonian
Ewe
Faroese
Filipino
Finnish
French
Frisian
Ga
Galician
Georgian
German
Greek
Guarani
Gujarati
Haitian Creole
Hausa
Hawaiian
Hebrew
Hindi
Hmong
Hungarian
Icelandic
Igbo
Indonesian
Interlingua
Irish
Italian
Japanese
Javanese
Kannada
Kazakh
Kinyarwanda
Kirundi
Kongo
Korean
Krio (Sierra Leone)
Kurdish
Kurdish (Soranรฎ)
Kyrgyz
Laothian
Latin
Latvian
Lingala
Lithuanian
Lozi
Luganda
Luo
Luxembourgish
Macedonian
Malagasy
Malay
Malayalam
Maltese
Maori
Marathi
Mauritian Creole
Moldavian
Mongolian
Myanmar (Burmese)
Montenegrin
Nepali
Nigerian Pidgin
Northern Sotho
Norwegian
Norwegian (Nynorsk)
Occitan
Oriya
Oromo
Pashto
Persian
Polish
Portuguese (Brazil)
Portuguese (Portugal)
Punjabi
Quechua
Romanian
Romansh
Runyakitara
Russian
Samoan
Scots Gaelic
Serbian
Serbo-Croatian
Sesotho
Setswana
Seychellois Creole
Shona
Sindhi
Sinhalese
Slovak
Slovenian
Somali
Spanish
Spanish (Latin American)
Sundanese
Swahili
Swedish
Tajik
Tamil
Tatar
Telugu
Thai
Tigrinya
Tonga
Tshiluba
Tumbuka
Turkmen
Twi
Uighur
Ukrainian
Urdu
Uzbek
Vietnamese
Welsh
Wolof
Xhosa
Yiddish
Yoruba
Zulu
Okay, welcome to this tutorial course.
So in this course, as you probably know, we are going to go over how
to create trim sheets for video games.
Now.
Our version is going to be a little bit more advanced and what we're
going to do just to push everything, a little bit to its limits is, we
are actually going to create this entire environment out of one single
trim sheet.
Now, when I say single term sheet, I do mean, three textures to be
precise because we will have the base color, the normal map, and then
we will have the
A special texture in which the RGB channels are used for the roughness
metallic and extra guns Maps.
So, that is the general plan for this.
Now, as you can see, so, this is a construct.
This concept art has been made by starts your F, and he was kind
enough to let me use it for this tutorial course, so he's really
awesome concept artists and you can find it over here.
And yeah definitely give him a follow and oh I can remember that
sauce.
Add some extra.
Sketches, but I'm sure that only way these were like some extra cool
sketches.
If you want to have like extra inspiration.
Yes, like a bunch of sci-fi stuff.
So for this environment, I do have like a few other concept images.
They are mostly just other environments.
I found an oxidation of home games.
Like this one is from Star Citizen.
This one also in here.
It's just some random concept.
I really like this stuff.
This stuff looks really cool, but it would be way too much work to
create in an tutorial and also it would not be very logical for time
sheets.
But yeah, so in any case this will be our main efforts.
Now, what we're going to do in this chapter is
Are going to get started with the basics, which comes the planning our
environment, which includes planning the modular pieces because we are
going to use a modular modular workflow for this.
And after that, we are going to get started by first creating our
block out.
So once we have created our block out, then what we will do is we will
just move modeling a site and then we will focus on the main topic of
this tutorial which will be our trim sheets.
Okay.
So here we are in Photoshop.
Now, as you can see over here.
I'm going to keep the modeling limited because I want to go ahead and
have most of the focus on the team sheet.
So if you followed any other tutorials of mine, you know exactly what
to do here, because I always do the exact same thing.
It's very easy in order for us to basically see which models we all
need to create.
Which good to do some planning up front.
I always go down here.
I create a solid
And just make it any color you want, then click on the mask and press.
Ctrl.
I now, once you've done that, what you can do is you can go ahead and
go up here to the polygon lasso tool.
And if you don't, if you have DS4 tool, just click and hold and go to
the polygon lasso tool and you basically want to go ahead and just
give it every piece that you're going to make a color.
So when I have a look at this, I would say like this piece over here.
As you can see, this speech would then get a color.
I'm
Just going to go ahead and it can just be rough.
So you basically select this piece.
And then you go ahead and press X to flip around the color so that the
color is black and then just press delete.
So, what this will do is it will just fill your selection at which
point you can go to the opacity slider and you can just turn it down
if you want to be able to still see your model behind it.
So what are we going to do now?
We're going to do our planning so I can see that this one I can also
use here.
I can use it over here and I can use
Over here.
If you want, you can even give all of them, the same color, just to
give you like a better idea of where every piece is going to be those
circular things.
I am not going to actually create.
So let me just
Go ahead and like do this.
There we go.
And I will just do this like quite neatly just to show you the power
of using this type of planning because it's making things so much
easier.
So I for some reason I need to warm up with my English a little bit
because I can't seem to speak properly.
Like I feel like I'm kind of stumbling over my words.
So I do apologize for that.
But I'm sure that it will improve as always.
So okay, we have that one.
Now.
What we're going to do is we are going to just create the selection
over here.
And by the way that you could have also done this for the first one,
but I wanted to show you the concept.
So often what I do is now I just created selection.
Then I go down here and create another solid color.
And when you have already a selection, it will just use that as your
mask.
So you can only pass the end, we know.
So this one will be its own little piece so we can just go ahead and
go down here.
And then click on your mask again in your layers and just press
delete.
Okay, so see now we have already created this entire piece over here.
Now, what we can do is we can say, Okay.
So the door is going to be like a Unique bespoke Piece.
It just has to be
like this and we can just go ahead and solid color and let's say that
we make this one like this color item.
It doesn't matter what color you make it.
So we can do that.
Then what we will do is we will have a floor.
Now a floor will actually have two different pieces.
So we are going to have like a straight piece and the floor is one
where I cannot really make the entire floor.
The same color because that it does not show what I mean.
So if I make all of this, let's say that I make this color over here.
Like its greenish.
Yellow greenish.
Now, you understand that we will create like a slap of floor like
this.
But if I make everything clean, we might forget that later on.
So I will just keep it like this.
And then over here, what we're going to do is we are also going to
create another piece.
That's almost like a transition piece for a floor that makes it go
into like a higher level over here with like a little Camp.
So we can go down here and we can make this one, say orange.
Okay, so we now have these pieces, these pieces are very once you have
the floor.
This one is very easy to create.
Now.
We have this site because over here, this one will actually just be
its entire.
Yeah, this entire thing will just become one piece over here.
So this will it will still be modular.
So we will have this piece and let's go ahead and make it like
A purple, for example, and then this piece will also come back.
Over here C so we can reuse it also over here.
Now, we have this wall over here.
So this is like a flat wall that will go to create and I'm just going
to go ahead and also make that one.
I already have a pretty good idea of which pieces I'm going to make
because I already create like a little prototype for this environment
that the reason I do that because normally if you follow my tutorials,
you know that I don't often create film on prototypes, but in this
case, it is quite important because it's such
A specific environment in terms of like the term sheets, by the way.
I also selecting like the bottom over here because all of these back
walls, they can just be the same back wall that she over here.
Okay.
So this piece, the big window piece will actually be the only piece
that is pretty much just one unique asset.
So it's just going to be a massive asset like this because I don't
really feel the need to make that modular.
As I said before, this focus is on team sheets.
I will go over the modeling and
I will go over like the level set up and just getting everything
together because I think it's important because we do even a jump to
in the UVS need to go in a very specific way when we create term
sheets, but I'm not going to go too overboard when it comes to just
creating the final C.
So, we have this one and that one we also be used over here.
Of course.
There we go.
There we go.
Okay, so we got this one.
So the floor is handled.
Of course.
Yes, we have to create and of course, this piece over here, you could
argue that this piece is going to become.
We will reuse just a camp and we will just place the ramp over here.
Now, for this piece over here.
What I'm going to do is I'm just going to go ahead and we will create
one of these extra pillows just because they are very, very long
compared to the short ones that we have.
So we will create one extra pillow like this.
And at this point, you kind of like, Han out of Willy stone colors, so
you can like me to change the colors around a bit and make them a bit
darker, just so that you can see the difference.
So, we will have one of those and that's when we'll actually also be
used in over here and we will just scale it down a little bit.
So at this point, we are just going to cheat a little bit to save some
time.
Same over here.
You can just go ahead and you can
See, how, what does this look like?
Well, I'm just going to do this.
Yeah.
I'm just going to make the this entire thing.
Karin.
We do have ceiling over here.
So the ceiling is just going to be a plane.
So I'm not really going to connect that and then we have like this
transition piece over here, which is a piece that we need to create.
So this piece should, let's we're almost done here.
So
bear with me.
there we go, transition piece and then you would also have like a
light piece over here, which I can just go ahead and
Just select over it and then as long as you have your fill layer
sitting on top.
That should work.
Totally fine.
There you go.
And I think that's it.
So one, two, three, four, five, six, seven, eight.
Now nine pieces.
And yes, we have the crates that we are screaming.
Oh, and yeah, we also going to create a railings, but the railings are
super easy to create and yet the crates that's is going to be a little
bit more unique in any case you should have a good idea of how we are
going to divide up our environment.
So you can see that even though it might look,
Overwhelming at first, now that we've done our planning, we can see
that we can just reuse elements and the modeling will actually not
take too long.
I think we only spent maybe, like, a few hours on the modeling.
So having that done, what we can do now is we can just go ahead and
file and do a save a copy.
And let's save this as a JPEG file and let's call this modular on the
scope planning.
There we go.
And now, so over here, this program that I have, it is called Pure
have.
Sorry.
I forgot to say that I always use pure Fe tutorial.
So, it's a really handy program that allows you to basically dragging
images.
You can just move them around.
You can scale them, you can do whatever you want, but they always stay
at the same resolution.
So you can just completely zoom in and out and get full resolution
images all in one place.
And the best thing about this is that it is completely free so you can
just go to Google type in
Pure half and get this environment.
So, here I'm dragging in this one.
I move it.
I scale it down, and then if you click away, you can see that.
You no longer have it selected.
Perfect.
So this planning is now done.
So we will go ahead and do the trim.
She planning which will be sort of similar to this.
We will do that a little bit later so that I have all of my trim
sheets creation, all in one place.
So what we're going to do next chapter is we are going to go ahead and
we are going
Going to get started by creating our block out, which just going to be
some simple block out pieces that are actually already going to be
quite close to the final but not completely like you'll see what I
mean.
So let's go ahead and continue with this, in the next chapter.
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.