TrimSlayer: TrimSheet Building Toolkit

Gurika in Materials and Shading


BUILD ONE MATERIAL FOR YOUR WHOLE SCENE!


Build trim sheets from the materials you already have, fit your models to them, and finish the asset with edge wear, decals and leaks, all without leaving Blender.

Trim sheets are one of the fastest ways to texture environment art, but setting them up by hand is slow: building the sheet, lining up UVs, baking maps and getting the right format for each engine. TrimSlayer handles each of those steps for you.


Texture Import & Automatic Materials

  • Turn texture folders into materials in one click. Pick one folder or a whole texture library, and TrimSlayer creates a Principled BSDF material for each folder, subfolders included
  • Load a texture folder straight into a trim cell, so the material is created and placed in one step

Trim Sheet Editor

  • A dedicated TrimSlayer Editor for building and editing sheets visually
  • Drag materials into cells, from your existing Blender materials or freshly imported ones
  • Create grids, split, rotate, duplicate and repack cells, and copy and paste them between sheets
  • Gutter control, match texture proportions, and set sheet resolution
  • Bake to Trim Sheet: Color, Roughness, Metallic, Normal, Height, AO, Opacity and ID




Auto UV & Trim Fitting

  • Fit to Trim Cell splits, cuts and packs UV islands into the right cell automatically
  • Trim cuts for repeating strips, with even texel density and texel density scaling

Weathering & Decals

  • Edge Wear along picked or sharp edges, driven by a trim sheet cell
  • Leaks and grime layers for streaks and dirt
  • Image decals: load, place and layer them, then remove the ones you don't use
  • All non-destructive, so you can rebuild or remove any layer at any time



 Engine-Ready Export

One-click presets that pack and name textures the way each engine expects:

  • Unreal Engine: Base Color, DirectX normal, packed ORM
  • Unity URP / Built-in: Albedo, Metallic/Smoothness map
  • Unity HDRP: Mask Map (Metallic, AO, Detail, Smoothness)
  • Godot 4: ORM for ORMMaterial3D
  • glTF / Three.js: for the web



Exports meshes as FBX, glTF (.glb) or both, with the correct scale and axes for each engine, or uses Export All to write textures and meshes in one go.


Requirements

  • Blender 5.2 or newer

$12

Support Period Included

Includes 12 months of

  • Support from Gurika
  • Product updates

Extend this product’s Support Period +12 months: 25% of product price

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Details
Blender Extension Compatible Yes
Published about 3 hours ago
Blender Version 5.2
Extension Type Add-on
Render Engine Used Cycles, Eevee
License GPL