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Large Environment Asset - NO SDesigner , NO ZBruhh Study

This is a case study focused on implementing trimsheet techniques, where I combined hybrid trimsheets—based on a method by Hamish Ames—with tileable textures to create a large-scale environment asset optimized for mobile games. The asset was built under a strict poly budget of fewer than 15k triangles.

It uses three material slots and two UV sets: one for the trims and tileable textures, and another for the lightmap.

However, the real challenge wasn’t the optimization—it was replicating a traditional AAA pipeline using only Blender and, occasionally, Substance Painter. I deliberately avoided tools like ZBrush, Substance Designer, and Marmoset, pushing Blender's capabilities to their limits for sculpting, baking, and rendering.

I’m currently working on an article-tutorial that will break down the technical aspects of this workflow in detail.

For the diffuse information I generated some tiles using mixer and SP, then with the powerful nodes inside blender I started including some masks and variation to the Diff info to give some variations, then I did the same with the Roughness info.

For the diffuse information I generated some tiles using mixer and SP, then with the powerful nodes inside blender I started including some masks and variation to the Diff info to give some variations, then I did the same with the Roughness info.

Sculpting Tile  Highpoly Made on Blender

Sculpting Tile Highpoly Made on Blender

Trimsheet Highpoly Made on Blender

Trimsheet Highpoly Made on Blender

Polycount under 12K Tris

Polycount under 12K Tris

Trimsheet, Hybrid Trim & Tile Overview

Trimsheet, Hybrid Trim & Tile Overview

Distribution of the Materials and application of the tiles and trimsheets

Distribution of the Materials and application of the tiles and trimsheets

Tile

Tile

Trimsheet

Trimsheet

Hybrid Trimsheet

Hybrid Trimsheet