3D World magazine feature - tiling trim texture creation

Issue 206 of 3D World magazine has just been released and I had the privilege of contributing to the issue with an in depth tutorial on creating and applying tiling trim textures to real time environment meshes.

These images show a quick example asset I created to demonstrate how an artist could use the tiling texture set in conjunction with clever modelling and uv mapping techniques to create varied and interesting environment assets with minimal texture memory overheads.

The article covers the full production of this versatile texture set, with information on reference gathering, high and low poly modelling, texturing and using blend shaders within the Cryengine, as well as a tonne of other useful tips and tricks all fully documented with images and video!

Final specifications:

One 'clean' 4096² (albedo, normal, specular, gloss) metal panel trim texture.
One 'dirty' 4096² (albedo, normal, specular, gloss) metal panel trim texture.
One 2048² decal sheet for text

Sample previews from the article itself

Sample previews from the article itself

Final image of the example asset created using the tiling trim texture and blend shaders.

Final image of the example asset created using the tiling trim texture and blend shaders.

Inspired by 'Motherbase' from Metal Gear Solid, I hope to expand upon this theme in the future...

Inspired by 'Motherbase' from Metal Gear Solid, I hope to expand upon this theme in the future...

Clean and dirty versions of the shader, side by side

Clean and dirty versions of the shader, side by side

This wireframe illustrates how an asset can be cut and UV mapped to make use of a tiling trim texture.

This wireframe illustrates how an asset can be cut and UV mapped to make use of a tiling trim texture.

An area of the high poly mesh.

An area of the high poly mesh.

The high poly mesh wireframe.

The high poly mesh wireframe.

Shader blend and tint example video...