{"id":2509,"date":"2020-12-14T20:05:19","date_gmt":"2020-12-15T01:05:19","guid":{"rendered":"https:\/\/endlesshybrids.com\/?p=2509"},"modified":"2020-12-14T20:05:19","modified_gmt":"2020-12-15T01:05:19","slug":"creating-an-asset-kit-for-a-3d-game","status":"publish","type":"post","link":"https:\/\/endlesshybrids.com\/game-development\/creating-an-asset-kit-for-a-3d-game\/","title":{"rendered":"Creating an asset kit for a 3D game"},"content":{"rendered":"\n

Procedural and Versatile: Explore Cartegena with Vincent Derozier <\/a>is a superb article detailing the steps employed in crafting a 3D environment. The article provides key visuals for explaining the process. I’m particularly interested in urban environments, which first drew my attention to this specific piece. Substance3D<\/a> is a suite of products offered by Adobe for developing 3D textures. (Substance was originally a product of Allegorithmic, which was acquired by Adobe in 2019.)<\/p>\n\n\n\n

Part of the Substance suite is Substance Source, which is like a stock image market but for 3D assets and textures. Adobe regularly commissions artists to design a set of materials that are specially marketed as a Substance Source Signature Release. Each release has a significant number of material types, usually 15, divided into multiple categories. <\/p>\n\n\n\n

Derozier’s Substance set is available for download on the Substance Source<\/a> site. An example of how these materials come together into a scene is on Derozier’s YouTube channel:<\/p>\n\n\n\n

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