old wooden church
problem
two different workflows = different visual accuracy, memory footprint, rendering cost, and production scalability under identical conditions
solution
by switching from 20 materials to 2 and reducing vram usage by ~75%, the trim sheet approach demonstrates clear production advantages in scalability and performance
handpainted vs trim sheet workflow

this project evaluates two different texturing pipelines applied to the same church asset under controlled conditions
handpainted workflow: 20 unique texture sets, base color, ao, roughness, normal, optional metallic, fully unique uvs
single trim sheet workflow: 1 shared trim atlas (2 materials in-engine), base color, ao, roughness, normal, optional metallic, trim-based / stacked uvs
while a single trim sheet introduces repetition, this limitation can be mitigated in a production environment by implementing multiple trim sheets (clean, medium wear, heavy damage) combined with vertex blending. this approach preserves performance benefits while increasing surface variation.
year
2026
timeframe
3 weeks
tools
blender, substance 3d painter, substance 3d designer, marmorset toolbag, speed trees, unreal engine, pureref, illustrator, photoshop
category
3D
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