The Road to Substance Modeler: VR Roots, Desktop Reinvention
I volunteered to join the Substance Modeler team less than a year after it came to Adobe, from Oculus. The team was really strong, and it had hired a couple of top tier engineers to beef up the roster. On my end, I was a confident "toolsmith" and I really wanted them to succeed in their push to have a usable Beta in a very tight schedule. A few months later they surprised me by asking me to stay as a tech lead. While I am usually quite confident in my skills, it sure felt intimidating to be the tech lead of such a team, full of experts in VR and sculpting (I was neither). Nonetheless, I pulled up my sleeves and got to work, because b uilding this gem wasn't going to happen overnight, and it wasn't going to be easy. None of the information in this post is confidential, however it also reflects my views, not necessarily Adobe's. Modeler's engines In my previous post I wrote about the implications of deferring topology. Working on such system has a tactile im...







