Asset creation pipeline using MODO, Substance and Unity

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  • Опубликовано: 8 ноя 2024

Комментарии • 12

  • @boyannalchadjiiski83
    @boyannalchadjiiski83 11 лет назад

    Very nice, Wes, very nice & thank you.

  • @DeathDealer-DD
    @DeathDealer-DD 7 лет назад

    intuitive workflow, Modo and substance are so compatible, perfect couple!

  • @FoundryTeam
    @FoundryTeam  11 лет назад

    Hi Boyan, visit our Vimeo channel and you can download the video from there, thanks!

  • @jbach
    @jbach 8 лет назад +3

    thanks for sharing but....so many questions. Where are the project files? Where can we grab the Python batch toolkit for exporting from Modo to SD? What tutorial specifically deals with baking textures in SD for use in Unity?

  • @evelin.design
    @evelin.design 7 лет назад

    This tutorial awesome

  • @sebastiaanaar7433
    @sebastiaanaar7433 11 лет назад +1

    Hm i have not yet seen a unity game come close to u3 graphics!

  • @Kirajiren
    @Kirajiren 9 лет назад

    dude how can i get same brushes on your sculpt tools just like you, for my case everything is empty ... thank you

  • @boyannalchadjiiski83
    @boyannalchadjiiski83 11 лет назад

    Hi Wes, sorry for double post, but can I take and download this tut from somewhere?
    that is Rock :-)

  • @camdensmallwood
    @camdensmallwood 9 лет назад

    Way to go Foundry, this was one misleading video title. More like "Using MODO with Unity". AIN'T NO STINKIN' SUBSTANCE DESIGNER IN THIS FREAKIN' VIDEO!

  • @SuperGamer87
    @SuperGamer87 11 лет назад

    Wow, Wes gets around! Sup, Wes! :D

  • @mateussarmento2902
    @mateussarmento2902 8 лет назад +2

    Modo is so blender. I think modo was made upon blender.

    • @HiredGunGames
      @HiredGunGames 8 лет назад +3

      as a person who has used blender extensively, I find this statement valid, and invalid. there are a lot of similarities, but modos tools are far more advanced. they actually do what you need them to do instead of trying to find a workaround. they only problem I have with modo is the way they handle edge normals. for games this is a crucial part of my work flow and every game designers work flow and they don't step up to the plate