My latest tutorial is about a game asset workflow where the textures used in-game are generated from a textured high definition mesh.
I discuss the advantages of this approach compared to old-school ways of working, along with potential caveats. I also give an example using modo 401, covering scene management, shader tree bugs and workarounds, UV creation, baking and utility scripts.
Enjoy! ![]()
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
Posted on 2009 November 8th @ 11:18:40 am 87 words, 263 views
Posted in Uncategorized