Zoltan from ZSpline posts a tutorial on the results of his journey to find a reliable MetaSL based texturing workflow in 3ds MAX. ZSpline takes us through a series of articles related to the MUSH (MetaSL Utility Shaders) which allow texturing in high quality while still remaining simple to tweak. Check out the Texturing with MetaSL in 3dsMax tutorial here.

Zoltan on his MetaSL tutorial notes: “This series of articles are about a texturing workflow and the related set of shader nodes called MUSH (MetaSL Utility Shaders). They allow the artist to texture up a mesh in high definition while keeping the artistic freedom to experiment and tweak the visuals in a simple way. These solutions are targeted mainly at game asset creators but might be useful to anyone who could live with the limitations of the methods. I’ll be using 3dsMax 2012 in the tutorial although some of the methods described here will work in v2011 as well.”