

Unfortunately, that meant a lot of my early models went un-textured.ĭue to my aversion to texturing, I ended up using Blender’s shader editor to procedurally create materials from tiling images I would find online. This ended up being my first experience with procedural node-based systems, at which I was ultimately hooked. I consumed hours upon hours of YouTube tutorials, really anything I could get my hands on that was remotely close to game art.

This expanded my horizons to what could be done with textures alone, and that I could actually create my own textures from baking 3D models, instead of relying on whatever was online.įast forward a couple of years to when I was in university and had access to a computer that was powerful enough to run Substance Designer.Īt some point, I discovered a YouTuber named stym that blew me out of the water, particularly their mini-series on creating a Modular Dungeon (sadly we still haven’t gotten a part 3).
