Welcome to my ModDB profile page. My name is Martin and I'm a Technical Artist (TA) from Stockholm, Sweden. I started out my career in game development as a 3D Artist in late 2010, working with art production on a wide range of different platforms (PC, Xbox 360, PS3, iOS, Android). As a Tech Artist I work in the twilight zone between Programming and Art. Responsibilities involves things like: Tools development, Improving artist workflows, Writing shaders, Rigging, Research & Development, Prototyping, Technical Writing (Documentation), Teaching artists and probably most importantly: design as well as maintain new or existing pipelines. Currently I am working at King - an Activision-Blizzard division.
In this tutorial I'll go through the concept of texel density (TD) and also show you how to use my texel density MEL-script for Maya (available for download...
maya: texel density (td) tutorial
In this tutorial I will show you two methods in photoshop for merging together two normal maps into one. The first one - the lazy method - is the most...
photoshop: combining normal maps
In this tutorial I will show you how to use Photoshop to create an ambient occlusion (AO) map and a normal map from a height map. No third party software...
photoshop: ao and normal maps from a height map
Often when working with say, tiling textures, you find a source file which on one hand has great detail - but on the other hand has flawed highlights...
photoshop: bringing balance to a texture
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