Llama Labs Interactive
  • Introduction
  • Asset Creation
    • The Crate Series
      • Blender Basics
        • The Base Model
        • Edit Elements
        • Blender Common Tools
        • Simple Materials
        • Useful Techniques
        • Exporting the Asset
        • Summary
      • Materials and UVs
      • Palette & Gradient Texturing
        • Palette Approach
        • Creating the Material
        • Unwrapping UVs
        • Finalizing the asset
      • Tileable Textures
        • Creating the Texture
        • Creating the Material
        • Unwrapping the UVs
        • Finalizing the Asset
      • Trim Sheets
        • Creating the Texture
        • Creating the Material
        • Unwrapping UVs
        • Finalising the Asset
      • Hand Painted Assets
      • High polygon Assets
    • VRM Avatars
      • Getting Started
      • VRM for Blender
        • Installation
        • Rigging the Avatar
        • Weight Painting
        • Blend Shapes
        • VRM Details
        • VRM Export
  • Hyperfy
    • Custom Avatar Animation
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  1. Asset Creation
  2. The Crate Series

Trim Sheets

This doc goes over how to use Trim Sheets to create highly optimised assets that have high quality detail.

A Trim sheet is the first approach to asset creation that uses more complex textures. It allows for very realistic or stylized results but is also very performant as it can be applied to many different assets that align with the style of the material. You can make an entire set of buildings with one material if you utilise the textures well as it includes the roof, walls, floor, windows and details.

It is possible to use different textures with the same layout to create variations on an environment or prop to create completely different result by only changing the texture.

The trick is unwrapping the UVs in ways that use the same areas of the texture over and over again. And with a bit of creative asset creation, you can actually use the texture in more unique ways.

The Trim Sheet approach takes asset creation from both the 3D asset and texture at the same time where sometimes you will add more polygons to fit the texture, and sometimes you will modify the texture to be better utilised on the asset.

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Last updated 6 months ago