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Independent Research #3: Designing Trim Sheets for 3D Texturing

  • Writer: Rachel Molnar
    Rachel Molnar
  • Sep 27, 2025
  • 3 min read

Welcome to week 3 of my independent research!


This week, I decided to study trim sheets—a powerful tool in the 3D modeling and texturing world that allows us to quickly and efficiently texture environments and large assets using a single, strategically planned texture. I had previously heard my professors mention trim sheets and their usefulness, but we never delved into actually making them. As a result, I’ve always been curious to learn how they work and how I might create one myself.


This week, I explored Elliot McSherry’s explanation of trim sheets in his YouTube video titled, "The Different Types Of Trim Sheets & How They Are Used In Games (Part 1)" I also watched his Part 2. Through Elliot’s explanation, I learned that there are two main types of trim sheets, the first being tiling trim sheets.


Tyler Smith on ArtStation - Tiling Trim Sheet
Tyler Smith on ArtStation - Tiling Trim Sheet
Raúl González on ArtStation - Tiling Trim Sheet
Raúl González on ArtStation - Tiling Trim Sheet

The more traditional form of trim sheets, tiling trim sheets, are designed to be seamless and tiled either vertically or horizontally (XY). They help preserve the quality of our textures while also reducing the number of materials we need to import into a game, since reusable textures can be stored on a single PNG. This is especially useful in environments with many repeated models that require the same texturing, as it also ensures consistency. I learned that with particularly large objects, we might use trim sheets instead of texturing each asset individually—excluding “hero” assets that require unique, non-tiled texture information. I never would have thought of this, especially since I had never used trim sheets before!


The other form of trim sheets is known as atlas trim sheets. These are similar to tiling trim sheets but can also include unique details. For example, a texture PNG might contain tiled brick patterns alongside distinct elements such as a doorway or windows.


My next question was, “How can I make my own trim sheet, and where do I start?” Scot Daniel Burns’ article "Trimsheets" summarizes what trim sheets are, why they’re important, and how to begin planning your own. He suggests starting in a 2D space—simply outlining and separating the different sections you plan to create. For a 1024×1024 texture, Burns recommends dividing it into strips with consistent pixel heights (512, 256, 128, and so on).


Scot Daniel Burns, "Trimsheets"
Scot Daniel Burns, "Trimsheets"

Next, it’s a good idea to model the designs you plan to use as a high-poly mesh and then bake that information onto a plane.


In Josh's video, "Trim Sheets: A Complete Tutorial",  he demonstrates how to create a high-poly model, bake it onto a low-poly plane, and set up various UV maps on the base plane to isolate the parts of the trim sheet you want to use. He also offers helpful advice on how to make trim sheets both functional and visually appealing to players.


One point Josh emphasizes is that, as humans, we tend to make everything symmetrical, but this often reads as unrealistic in environment design. Instead of placing details down the exact center of the trim sheet, he suggests offsetting them to the left or right of the median. For example, in his texture, the vent and pipe are slightly off-center and not mirrored, which makes the design feel more natural.


He also warns against overcrowding trim sheets with too much detail. The goal is to keep the sheet interesting but not cluttered, leaving space for the eye to rest.


With these tips in mind, I designed my own trim sheet in 2D using Procreate. Drawing and erasing as I went, I aimed to create a Sci-Fi texture that looked engaging without feeling too busy or overwhelming.


My Trimsheet Design - Rachel Molnar
My Trimsheet Design - Rachel Molnar

I may end up changing this design once I begin modeling, but for now I’m pleased with how it turned out. My next steps for the coming week will be to model a high-poly version of this trim sheet, texture it, and apply it to a modular sci-fi wall module that I create.


I’ve learned a lot about trim sheets this week and am really enjoying the process of creating my own. See you next week!

 
 
 

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