![SD Magic Trim](https://d3stdg5so273ei.cloudfront.net/arthurtasquin/2021-03-19/953337/450xAUTO/trimCylindre-arthurtasquin-crop.jpg)
SD Magic Trim
![Arthur Tasquin](https://d3stdg5so273ei.cloudfront.net/arthurtasquin/2019-03-23/812392/50x50/DSC_1754_low-arthurtasquin-crop.jpg)
Here's an attempt at trim texturing using 100% Substance Designer. ------------------------ A L I E N 02
![](https://d3stdg5so273ei.cloudfront.net/arthurtasquin/2021-03-18/571842/1400xAUTO/screenshot006-arthurtasquin.jpg)
![](https://d3stdg5so273ei.cloudfront.net/arthurtasquin/2021-03-18/488485/1400xAUTO/TrimSheetMesh-arthurtasquin.jpg)
I wanted to try trim texturing and molding for a while now so I did this substance.
The tutorial on trim texturing by Tim Simpson (polygon academy) really helped me to lay the groundwork of it.
![](https://d3stdg5so273ei.cloudfront.net/arthurtasquin/2021-03-18/839631/1400xAUTO/GraphTrim-arthurtasquin.jpg)
I firstly made a quick sketch about where trims would be and what kind of trims it would be (big, small, molding, emissive part, etc...).
I began with small shapes and with Tile Sampler, I built my trims.
After a while, I realized that I was always damaging the trims with the same nodes so I created a custom node that would take care of damages.
It is definitely harder to think about the layout of texture beforehand but it saves a lot of time afterward. The UV Unwraping is super easy (planar) and it is really optimised as you can texture a set of assets with one material.
![](https://d3stdg5so273ei.cloudfront.net/arthurtasquin/2021-03-18/774359/1400xAUTO/MapsTrimSheets-arthurtasquin.jpg)
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