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  • Tutorials

    MetaSL based texturing
    http://www.zspline.net/blog/wp-content/gallery/tutorial_metaslbasedtexturing/logo.jpgA (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
    Reflections in Unreal
    View "logo.jpg"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
    UI element shaders in ShaderFX.
    Shaders for common user interface components like progress bars, gauges and counters.

    Part I:
    Progress bars
    Part II:
    Counters
    Deposit shader in MentalMill
    A shader for simulating snow, dust, moss and a like.
    Read>>
    Derived texture maps

    Deriving different texture maps from photo based diffuse textures.
    Part I: Introduction
    Part II: Rock surface
    Bump tool reference
    Modo 401 to Unreal workflow

    Explaining the Modo 401 to Unreal workflow for both static and skeletal meshes.
    Part I: Static meshes
    Part II: Skeletal meshes
    2D tile rendering in Modo
    Making tiles for orthogonal 2D games.
    Read>>
    Damaging metal surfaces
    Applying damage to metallic surfaces.
    Read>>
    Multi UV texturing
    More UVs, fewer textures.
    Read>>