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Showing posts from September, 2015

Rounded edge shader workflow

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Finally been playing around with Modo and getting some decent results! Here is what I think will revolutionize how we build normal maps for games FYI: This IS baked into a normal map for the final result Basically removes the need to have a typical Sub D mesh for clean beveling.  You can essentially have the worst geo ever (booleans and ngons) and still get smooth results.

Digital Tutors videos are up!

Finally its up! http://www.digitaltutors.com/tutorial/2290-Texturing-Sci-Fi-Game-Assets-In-Substance-Designer Getting a ton of hits, totally nervous..