Trim Sheet Sci-Fi Environment


To learn more about efficient texturing for game environments, I decided to learn about trim sheets. They are a great way to save on draw calls, by only having one material that is shared between large chunks of level geometry.

For reference, I decided on 80s cinema space stations, not too modern looking but still practical.

The UV based workflow did not quite make sense at first but, I quickly got used to it.

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Sci-fi corridor showcase
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Sci-fi corridor showcase wireframe

The Texture Itself


Using the PBR Metallic/Roughness workflow I could quickly fake details into the texture. It even support transparency for the text on the walls.

Now, how do I know which part of the texture is going to be where? I decided to keep the ID map as visible in the render below.

Scifi corridor ID Map
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Texture showcase 1
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Texture showcase 3
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Texture showcase 2