Trim pipeline

During the benchmark period I took it upon myself to teach the teams about re-use of textures. The team was not yet familiar with different strategies of re-using textures, so I spent a few hours setting up a simple pipeline for them and outsourcing to use. Nothing fancy, but this workflow and textures were heavily re-used. That meant creating:

With this setup, close to whatever generic prop could be implemented in the engine within an hour or so. We only used a very few select trims, the majority I set up early in the beginning.

Scan Trim pipeline

I also taught the team how to create trims out of scan data, the examples were taken from some Megascans content which I simply projected on to flat surfaces I then could create textures out of. By adding a 256x256 detail texture, resolution held up on even larger content. I made some really simple props, including a version of the source assets I baked down the information from. Some of those examples can be found here

Window Frame Example

Window_01 Window_03 Window_02 Window_gif Window_04 Window_05 Window_06

Scan Trim Example

Scan trim 01 Scan trim 01
Scan trim 02

Still room for additional pixels, mainly for unique pieces

Scan trim 03 Scan trim 04
Scan trim 05 Scan trim 06
Scan trim 07 Scan trim 08
Megascans Asset

The textures were captured from this uniquely baked asset from Megascans. By simply baking the surfaces down to trim plane and adjusting the values inside of photoshop.