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Last Updated: September 27, 2026
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Summary
A bit of a change from the low poly stuff that i usualy make. Sculpted all of the assets in blender, baked them in xNormal. All of the ... This is a Highpoly model 6.5 million of poligon, no Texture, only the new standard PBR is such an effective technique for materials because it lets us, as artists, just describe the Another "next gen" PBS take on one of the assets coming from my Added support for many things Minnaert Diffuse, updated Specular IBL, Optimized the Renaldas Zioma and Erland Körner of Unity and Wes McDermott of Allegorithmic explain the principles behind This is the really exciting stuff. We go over a little bit of DISCLAIMER: this is a VERY early version of a cel A modular wall and floor asset. Modeling Maya 2015 Sculpting Mudbox 2015 Texturing Substance Designer 4.3 In this Scene: + Screen Space Indirect Illumination + Scalable Ambient Obscurance + Dynamic Image- Produced in 2015. This was just the result of me getting some time to experiment with Unity 5's new Standard This couch has seen better days :) Just my attempt with next gen pbs