Mash again

Just started digging back into Mash again. Here’s a little tutorial I put together starting where I left off last time. Simple scattering of an object but then getting into high population levels and finding ways to help with that. Using Redshift again as my renderer.

Substance Intro and Live link

It’s been a little while since I’ve talked about Allegorithmic Substance Painter or Designer. Substance painter has taken over the game industry as the premiere package to texture assets. Now they are focusing on Live Action and Animation industries. Substance Painter is a PBR (Physically Based Rendering) based Texturing software. Continue reading “Substance Intro and Live link”