Tutorials
MetaSL based texturing
A (mostly) realtime, high definition texturing workflow in 3dsMax 2012, based on a set of MetaSL nodes, with baking support.
Part I: Overview
Part II: A basic example
Part III: Baking
Part IV: Displacement
Part V: An advanced example
Part VI: Tips and tricks
Part VII: Known issues
Part VIII: Node reference
Part I: Overview
Part II: A basic example
Part III: Baking
Part IV: Displacement
Part V: An advanced example
Part VI: Tips and tricks
Part VII: Known issues
Part VIII: Node reference
Reflections in Unreal
A few words on different reflection types, their usage and implementation in Unreal. Read>>
A 3D game asset workflow
Description of a workflow where in-game textures are baked from a textured high definition source mesh.
Part I: The theory – Overview
Part II: The theory – A closer look
Part III: The highpoly object in modo 401
Part IV: The lowpoly object in modo 401
Part I: The theory – Overview
Part II: The theory – A closer look
Part III: The highpoly object in modo 401
Part IV: The lowpoly object in modo 401
UI element shaders in ShaderFX.
Shaders for common user interface components like progress bars, gauges and counters.
Shaders for common user interface components like progress bars, gauges and counters.
Progress bars |
Counters |
Derived texture maps
| Part I: Introduction Part II: Rock surface Bump tool reference |
Modo 401 to Unreal workflow
| Part I: Static meshes Part II: Skeletal meshes |