Yo Soy Freeman on Nostr: One of the hardest issues to tackle we had was how to cover so much variety of assets ...
One of the hardest issues to tackle we had was how to cover so much variety of assets for sci-fi world with barely no resources. We were also incredibly limited in the amount of textures we could use for our target.
To address that, i created a workflow to generate hotspot textures and trims with basematerials as inputs that we could use with dreamuv.
Still, i felt like the amount of Hotspot materials needed would be too much.
I started delving into alternative ways of creating detail +
To address that, i created a workflow to generate hotspot textures and trims with basematerials as inputs that we could use with dreamuv.
Still, i felt like the amount of Hotspot materials needed would be too much.
I started delving into alternative ways of creating detail +