DEVLOG 5
I took an academic detour last week. My focus last week was the Ubisoft NEXT interview, and I am incredibly proud to announce that I placed in the Top 5 of the competition. While the preparation required a significant amount of time, I managed to make a little progress on my capstone project.
I began implementing a new flame effect shader. Using a node network logic I learned from Graham, the core math is complete. My next step is to author a specific flame texture for the sampler slot to achieve the desired visual fidelity. This will be fully integrated by the next milestone. An image of the network and also where the flame will go in my scene is shown below.


I have started a deep-dive tutorial by Daniel Thieger on tileable rock creation in Substance Designer. Although I had a brief introduction to the software last year, I am rebuilding my knowledge from the ground up. My goal is to master node-based workflows to create custom, fully tileable textures specifically for this thesis.


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