January 1, 2021 Subdivision Surfaces Using Support Edges (The Basics) Continue reading → Modeling, Tip | ArtOfSoulburn
January 1, 2021 Shading A Hard Surface Model 2016: Texturing A Robotic Mask Continue reading → ProceduralShader | ArtOfSoulburn
January 1, 2021 Shading A Hard Surface Model 2014: Texturing A Robot Hand Continue reading → ProceduralShader | ArtOfSoulburn
January 1, 2021 Shading A Hard Surface Model 2015: Texturing A Scifi Power Cell Continue reading → ProceduralShader | ArtOfSoulburn
January 1, 2021January 1, 2021 Blended Box Mapping 1/3 Continue reading → ProceduralShader | ArtOfSoulburn
January 1, 2021January 1, 2021 Blended Box Mapping 2/3 Continue reading → ProceduralShader | ArtOfSoulburn
January 1, 2021January 1, 2021 Blended Box Mapping 3/3 Cube Projections Continue reading → ProceduralShader | ArtOfSoulburn
January 1, 2021January 1, 2021 Worn Edges Part 1/4 : Using A Distorted Vertex Map Continue reading → DataChannelModifier, ProceduralShader | ArtOfSoulburn
January 1, 2021January 1, 2021 Worn Edges Part 2/4 Continue reading → DataChannelModifier, ProceduralShader | ArtOfSoulburn
January 1, 2021January 1, 2021 Worn Edges Part 3/4 Continue reading → DataChannelModifier, ProceduralShader | ArtOfSoulburn
January 1, 2021 Worn Edges Part 4: Using Curvature In Max 2017.1 Continue reading → DataChannelModifier, ProceduralShader | ArtOfSoulburn