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
Deposit shader in MentalMill
A shader for simulating snow, dust, moss and a like.
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Derived texture maps
Deriving different texture maps from photo based diffuse textures.
Part I: Introduction
Part II: Rock surface
Bump tool reference
Modo to Unreal workflow
Explaining the Modo to Unreal workflow.
Part I: Static meshes
Part II: Skeletal meshes
2D tile rendering in Modo
Making tiles for orthogonal 2D games.
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Damaging metal surfaces
Applying damage to metallic surfaces.
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Multi UV texturing
More UVs, fewer textures.
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