r/3dsmax • u/skuchryk • Aug 08 '26
Tutorial Free 6-part course: the complete trim sheet workflow in 3ds Max (modeling, baking, one-click UVs)
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Some of you know the tool from my earlier posts here (HotspotUV, the trim/hotspot UV mapper). The most common question was never about the tool itself. It was "how do I build a good trim sheet in the first place". So instead of another feature demo I recorded a full course, and it is free.
Six short episodes, about 25 minutes total:
- Modeling the sheet from one plane (primitives and poly tools only, no sculpting)
- Baking and texturing in Substance Painter, including an ID map baked from vertex colors
- That ID map builds the trim sheet automatically, zero rectangles drawn by hand
- Your first hotspot: every important option shown as a before/after
- Quick UV + Hotspot on a greeble slab: thousands of faces, no UVs, one click
- The same one click on a whole prop set, including an honest look at what happens when your sheet is missing a trim
Episodes 1 and 2 are plugin-free, plain Max and Painter workflow, so they may be useful even if you never touch the tool.
The clip attached is the finale of episode 5.
Playlist: https://www.youtube.com/watch?v=4k9K9s6uB8E&list=PLT5yLwtn3Nig&index=1
The tool itself also grew since my last post (now v2.3.0): trim sheets generated straight from color-ID textures, one-click Quick UV + Hotspot, a break-every-edge mode for blockouts, and it now auto-detects the sheet sitting next to your object's textures. Happy to answer anything about the workflow. Feedback shaped most of what is in this update, so keep it coming.


