In this video I continue the Ember Grove rebuild project by applying the trim sheet created in Part 1 to a modular tower asset. This part focuses on the UV mapping process, solving texture repetition issues, and developing a clean workflow for curved roof surfaces using trim sheets. Along the way I also show the mistakes that cost me time and how the final UV strategy solved the problem. This is Part 2 of the Ember Grove rebuild series. Watch Part 1 here: Creating a Trim Sheet for Game Environments | Ember Grove Rebuild (Part 1) • Creating a Trim Sheet for Game Environment... In the next part we will bring these assets into Unreal Engine and start building the environment. Software Used: Autodesk Maya Substance Painter Unreal Engine 5 Photoshop Follow Artemis Interactive: Website: artemisinteractive.co Instagram: @artemisinteractive Twitter/X: @ShafiqFahd TikTok: @artemis.interactive 00:00 Final tower result 00:20 First UV mapping attempt 00:38 Segmented roof workflow 02:26 Why the texture failed 02:50 Restarting the workflow 03:11 New trim sheet strategy 04:20 Cylindrical UV mapping breakthrough 05:05 Systematic UV workflow 10:15 Completing the tower asset 13:15 Key lesson 13:23 Final asset showcase