Need some texturing advice
104Hey everyone,
Im working on a personal piece for my portfolio. Im aiming for a PC/console-quality scene and Im trying to follow the right texturing workflow. I want something that looks AAA but still stays optimized.
Its my first time working on a proper game environment. Right now, Ive experimented with trim sheets and UDIMs, but Im not 100% sure whats best for something this big. My 4K textures give me around 470 px/m, which I think is alright, and I dont want to go overboard with massive texture sizes.
Heres what Im wondering (and Id love opinions from people whove done this professionally):
1. Should I stick with trim sheets and just layer dirt/grunge in-engine using decals or packed texture masks? Or should I go fully unique in Substance Painter for that detailed, worn look (as shown in my reference)?
2. For something split into multiple parts (roof, base, wheels, etc.), should I use UDIMs or just separate materials? I know UDIMs are great for seamless surfaces, but is it still the right call when the mesh is already split?
3. How do you usually handle large assets like this? Using trims alone loses local details like wear, grime, and chipped paint so whats the best way to balance scale and surface detail?
4. When working on environment pieces like these, how do you typically plan out your materials in general?
5. Based on my topology, should I forget about vertex painting for extra details, or is there a practical workaround?
Ill share some screenshots of my WIP, UVs, and materials so you can see what I mean. I just want to know how the pros handle texturing large, realistic assets like this balancing fidelity, efficiency, and storytelling (dirt, rust, wear, etc.).
=================
IMAGES:
The train model with its wireframe
Train textured with only the trim sheet (used masks for the red and blue colors)

The trim sheet itself

The UDIM setup (I feel this might be overkill and gave me baking artifacts in Substance Painter due to overlapping islands)
My visual target/reference
If this is the look Im trying to achieve, whats the best and most game-friendly way to go about it?

Any feedback or workflow tips are super appreciated!
Im working on a personal piece for my portfolio. Im aiming for a PC/console-quality scene and Im trying to follow the right texturing workflow. I want something that looks AAA but still stays optimized.
Its my first time working on a proper game environment. Right now, Ive experimented with trim sheets and UDIMs, but Im not 100% sure whats best for something this big. My 4K textures give me around 470 px/m, which I think is alright, and I dont want to go overboard with massive texture sizes.
Heres what Im wondering (and Id love opinions from people whove done this professionally):
1. Should I stick with trim sheets and just layer dirt/grunge in-engine using decals or packed texture masks? Or should I go fully unique in Substance Painter for that detailed, worn look (as shown in my reference)?
2. For something split into multiple parts (roof, base, wheels, etc.), should I use UDIMs or just separate materials? I know UDIMs are great for seamless surfaces, but is it still the right call when the mesh is already split?
3. How do you usually handle large assets like this? Using trims alone loses local details like wear, grime, and chipped paint so whats the best way to balance scale and surface detail?
4. When working on environment pieces like these, how do you typically plan out your materials in general?
5. Based on my topology, should I forget about vertex painting for extra details, or is there a practical workaround?
Ill share some screenshots of my WIP, UVs, and materials so you can see what I mean. I just want to know how the pros handle texturing large, realistic assets like this balancing fidelity, efficiency, and storytelling (dirt, rust, wear, etc.).
=================
IMAGES:
The train model with its wireframe
Train textured with only the trim sheet (used masks for the red and blue colors)

The trim sheet itself

The UDIM setup (I feel this might be overkill and gave me baking artifacts in Substance Painter due to overlapping islands)
My visual target/reference
If this is the look Im trying to achieve, whats the best and most game-friendly way to go about it?

Any feedback or workflow tips are super appreciated!
! REPORT
good work

### Conclusion and Concrete Action Plan for You:
1. **Define Material Slots:** Subdivide your mesh into logical parts (wooden panels, metal frame, roof, wheels, door, windows).
2. **Create Trim Sheets:** For the repeating wood and corrugated metal patterns.
3. **Texture Uniquely:** The door, wheel hubs, and front face get unique textures in Substance Painter. Focus on storytelling here with rust, grime, and wear.
4. **Bake and Export** the textures for the individual material slots.
5. **Import into the Engine** and set up your materials.
6. **Final Details with Decals:** Don't overdo it, but use targeted decals for mud splatters, unique rust stains, and color variations to break up the "trim sheet look."
REPLY
! REPORT
Generic_mann
Karma: 107
Mon, Oct 27Thanks for laying it out like this!
That approach makes sense
Using trims for the repeating parts and saving the unique textures for the spots that tell the story.
I’ll give this workflow a go and see how it turns out in-engine. Really appreciate you taking the time to write that up
That approach makes sense
Using trims for the repeating parts and saving the unique textures for the spots that tell the story.
I’ll give this workflow a go and see how it turns out in-engine. Really appreciate you taking the time to write that up





























