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. Modeler's engines In my previous post I wrote about the implications of deferring topology. Working on such system has a tactile immediacy that is quite delightful. The speed you can create and carve complex primary and secondary shapes feels quite ...







