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.