Made an atlas-based PBR landscape Uber material. UV breakup... eliminates tiling repetition. Atlases can be as big as you like for endless variation. Paint splatmaps to reveal PBR textures. Massive variation with just 3 textures. #b3d #blender #blender3d #cgishow more

OfNodesAndNoodles
36,106 views • 3 months ago
I built a fully playable 3D platformer game in... exactly 3 days, using almost entirely AI-generated assets. To test whether AI can really replace the asset grind, I came up with a steampunk cat universe from scratch and brought it straight into Unreal Engine 5. Here is how it was done, step by step: 👇 🎨 World and prop concepting 🧩 Tripo 3.1 for low-poly smart meshes and PBR textures 🩹 Blender for geometry cleanup and AO baking 🦴 AccuRIG for character animation 🚀 UE5 for level design and blueprints The craziest part is that AI handled the routine, and I still had the creative energy to make the level actually fun. Watch the full workflow and gameplay reveal: #GameDev #TripoAI #UnrealEngine5 #3DModeling #IndieDev #Blender3Dshow more

Stefan 3D AI
17,426 views • 2 months ago
My review on the new Vtuber App EmoteLab. This... app is only in beta, and it's a 10/10! You can modify just enough from the default settings, to have so much done! incredibly quality and speed. You can modify the textures too! Advance options are easy to access. Someone REALLY Smart can even create an entire Vtuber Models and Giftuber models with this! My personal take, this is an amazing thing for beginners or even those who Vtube as a hobby, want to use it for personal projects. A customized personal emote from start still holds a special place, never forget the meaning of an emote as well, it is whatever your heart desires. As simple as an emote can be, sometimes they should encapsulate moments of your streamer journey, or your favorite memes, and so much more.show more

Sain | Cyber Idol 🌐✨【V-HOST】
22,767 views • 5 months ago
🐰 I actually prepared something for my birthday. as... soon as it hits 12AM, I thought that it’ll be (surprise!). but after seeing the situation, I will be keeping it with me for a while. I talked with the company once again & although I don’t know when I can reveal the surprise… I will come back soon with it. It’s just something that I prepared just for fans. although it’s not a big deal, I hope that you like it, as me & the company prepare it together. If I were to spoil a bit, it’s something new. you can say that it’s something new. I hope you can wait for it.show more

ain
61,687 views • 1 year ago
I think I found the most intuitive Blender texturing... add-on for artists who work with NPR models relying on hand-painting 🥹 This is “Paint System” and I found it really simple to use and navigate! It really feels like using PS/CSP in Blender ദ്ദി(ᵔᗜᵔ) Here’s a simple video showing how layers work (very simple clipping mask & alpha locking too), changing layer blend mode, and you can then bake the layers into 1 & export image! Opacity of each layer can also be adjusted with a slider like in PS/CSP but I forgot to show it hahah It also comes with 2 very nice brushes!! I know there are other add-ons for the same job or can do even more things but just wanted to share this since I found it the most intuitive as someone who hand paints textures a lot in other art programs and have non-existent knowledge over nodes in Blender ;-; Link to the add-on in replies and happy painting!!!! (ᗒ⩊ᗕ)⸝ި ʕᦏ⌎ (yes it’s free! with an option to donate to the creator to support them too)show more

𝗞𝗔𝗥𝗜𝗛𝗔 🌘🍀 3D Artist ☻
19,713 views • 5 months ago
Charlie Munger: "I've always believed that nothing is worth... an infinite price. So even an admirable place like Costco could get to a price where you would say that's too high." "I can't bring myself — with my habits — to pay these big prices, but I never even think about selling a share of Costco just because it's selling at a high price." "I think it's going to be a big, powerful company as far ahead as you can see." "I wish everything else in America was working as well as Costco does. Think what a blessing that would be for us all." (Daily Journal AGM || 2022)show more

Kevin Carpenter
137,510 views • 1 month ago
Great question! 🤔 How do you simulate *multiple* layers... of glass/refraction in video games? In the last breakdown, I discussed how to create a glass shader in Unity URP. In essence, we were taking the render of the scene from the camera without any transparent objects. This is available in URP as the global _CameraOpaqueTexture. This is good enough for most use-cases, and more or less the classic way of doing it. 🔍 What is _CameraOpaqueTexture? As the name implies, there are no transparent objects rendered into this texture, so it's not possible by default to have something like a transparent-type ocean material/shader rendered through a refractive glass shader (which samples and distorts this texture to render on its surface, as if it's transparent). ⚠️ Why it’s tricky: It's much easier to sort without much further setup if you don't have refraction, and only a transparent material, because in that case you're not simulating the transparency yourself via sampling the rendered scene texture. But for refraction, it's required-- unless you want to go down the ray/path tracing route. You could simulate accurate, real dispersion... and that's about as expensive as it sounds, and it requires a rework of your entire rendering. --> 🚫 It's not a viable suggestion to offer. 📚 There are well-known terms regarding transparency sorting you can search up, but as you've specifically asked for refractive boxes, I'll discuss briefly about that. 🧱 Simulating layers of refraction: For this kind of rendering, you need some way to render the backfaces before rendering the front. And the backfaces that are rendered may contain whatever data you'd like for additional processing in the layer front-facing mesh render. 🧪 Examples: You could render the back face as a glass shader of its own, as an intermediate step after _CameraOpaqueTexture. Then you sample this texture instead and you end up with multi-layered refraction, "just like that". You can also render the back normals only, via a fully opaque shader, and use that to manually account for that during the front render. You could even bake in data needed for thickness in realtime. 🛠️ Without making it complicated for yourself, the most straightforward method is via render textures, and you can easily set some fractional resolution. Cameras in Unity have an open slot for target textures to render to. You can use custom render textures to process _SelfTexture2D. ⏱️ It's great to do low-resolution processing for more complex tasks, like blurring and caustics. You can get massive performance boosts, considering the square law and number of pixels/fragments that need calculations (quadratic scaling). 🚧 I've not fully exploited the possibilities myself, but research/development with PRISM is ongoing!show more

Mirza Beig
51,429 views • 1 year ago
Old Art to full 3D using Cinema 4D .... Created a free and open-source plugin to bring Hunyuan 3D directly into Cinema 4D. This workflow combines multiple tools that are available today into a single, cohesive pipeline. I wanted to show that AI is never an end product by itself, it’s not the finality. Used properly, AI becomes an extremely powerful tool that lets you build exactly what you want. I hope you like it. The final step will be to bake all textures so I can share the project as a WebGL experience, a small interactive website to explore it directly in the browser. Made with heart, and with fal ❤️show more

Lovis Odin
21,909 views • 5 months ago
On Figma Motion, my demo & review. This is... one of those updates that clicked swiftly into my workflow. Like in my 3D pipeline, using this stick shift animation, I emphasize hardware feedback with motion from Figma Motion. Assets are animated in Fig Motion and loaded into Blender as video textures for mesh and material control. It's advantageous since it is built into an ubiquitous ecosystem. A lot of work these days start in Figma even for someone like me that works outside the tool frequently. Can't over-emphasize my appreciation for the schema used to introduce motion to nearly all properties. Reminds me of how motion works in Blender - with better complexity management. Better than introducing more menus for those. Ease curves iD between keyframes is also an improvement over existing systems. Having spent some time on the tool, here are updates I'll like to see to Figma Motion. These are based on my immediate needs as at the time of working on this demo: • Using modifier keys (CMD, Shift, Ctrl) to jump / nudge across the timeline. E.g: holding down Shift key to make the playhead jump 100ms etc. • Jump to previous or next keyframe. • Better anchor point trails • Renaming layers from the timeline as well. • Editable custom bezier styles: after saving a style, I should be able to edit the curve - just as you can edit colour styles. • Enable transform on the timeline. I should be able to flip or scale keyframes. I hope to continue trying more ideas. Craft focused tools have had to take a backseat in recent times. Pleasing to see this come to light.show more

seyi
28,789 views • 20 days ago
Self Toss short-hop feeds drill. 1 hop and 2... hop variations. Ball hit at you, declared backhands and glove side picks. A player can get a lot of reps in a very small space. Keys: in order to be on time to the short hop, the toss can’t be too far out front, too low or too fast. You have to start low, play low and move low (with precision feet). Why? Everything happens really fast, especially 1 hop rep variation. If you are late, you get an in-between hop. Really late and/or very lazy feet … you get a big hop. We are not working fielding either of those hops in this drill. Be on time to the short hop. Another key: On ball tossed directly in front (grounder at you) it prevents exaggerated “rounding off” the ball. Not enough time before ball hits the earth and you have to be there on time to the 1” hop. This creates a much more realistic game like rep and approach to the ball. We use a line in video to show how the alignment works. Notice how he is set up with left ear near the line. He is “preset” as far off center as he would need to get on a game rep. Left ear or left shoulder is as far off center as you ever need to get to read speed and hops at ball hit right at you. (Left handed throwers are opposite ear). If you do this drill with baseballs and a target on a net, you can finish the play with a throw and follow. Really creative and you can do this same self feed drill or your own variation to work on your double play “feeds” or slow rollers. Another variation is throwing a ball off a wall. But walls are not always available. Especially when using a baseball. We are using a tennis ball in this video. Dirt Bro Baseballshow more

Trent Mongero
34,163 views • 1 year ago
2025 was a bit of a special year for... me. lots of change, lots of personality-defining moment, and lots of growth as well. i want to thank all my friends: work friends, party friends, friend friends, and especially friends in the intersection of these friend categories (you know who you are) <3 i would like to thank all partners, clients, and everyone else i might have come across in 2025. going into 2026, i'm hopeful that we will be even better and continue to improve ourselves. big things coming! <- i am serious anyway, i made this scene quickly to take a little break from work :) i designed this character with Dimas at the end of 2025, and it looks like i might see her more often in my personal works throughout 2026 <3 created in Blender, Houdini, and DaVinci Resolve. The usual suspects. cheers! -i #b3d #blender3d #houdini #sidefxhoudinishow more

izzy
13,817 views • 6 months ago
Nice to see YouTube allowing content like this pithy... short circulate unimpeded. As always, Rogan serves as an excellent surrogate for the modal Chill Bro with a live and let live attitude -- within reasonable limits. "I don't care if a guy wears a dress. Wear a dress, man, if that's what you like. I don't care if you want to paint your nails, wear lipstick. I don't give a fuck. Have a good time. I want you to be happy. I'll be your friend. Just don't try to compete against women in sports. That's nuts! Don't try to make women uncomfortable by walking with your dick out in the women's locker room!" How did we get to the point where such appeals have to be made at all? Where the administrative state and civil society regard and treat them as hateful bigotry?show more

Wesley Yang
48,954 views • 1 year ago
🎓Learn how to create a powerful Torn Fabric smart... material in a matter of seconds in my latest video series (AAA) Pro Tips! This smart material can be used on virtually any 3D asset. ____________________________________________________ In this video, the steps are as follows: 1. Create a base fill layer containing no information. We will use this layer to call out the core effects. Add a black mask to this layer and inside that mask add a paint layer and draw a simple pill shape. 2. Next, add a blur directional and be sure the direction is the same direction that your fabric is flowing to. 3. Add a UV border generator set to subtract to mask out any uv seams followed by an anchorpoint. Additionally, add a messy Fibers 3 fill layer set to overlay. 4. Use a levels to adjust the mask along with a sharpen filter. A warp filter should also be added to introduce some randomness. Add an anchor point at the top of the mask as well. 5. Create another fill layer with its opacity channel set to black and apply a black mask to the fill layer. Inside its mask retrieve the anchorpoint information from the previous fill layer. 6. Create an additional fill layer with a bright diffuse color along with a black mask applied to it. Add the anchorpoint information from the previous mask into its mask as well and this should give us some white fibers on the edges. Now we have a torn fabric effect wherever we paint using the paint layer created inside the callout mask! ____________________________________________________ More AAA Game Dev Tips can be found on my YouTube channel here: Stay tuned for more weekly Tips! Happy Texturing!💚 #gamedev #gameart #tutorial #3dmodeling #hardsurface #texturingshow more

Cohen Brawley
78,798 views • 2 years ago
We are excited to share #PDF2Audio, an open-source alternative... to the #podcast feature of #NotebookLM with flexibility & tailored outputs that you can precisely control in the app: You can make a podcast, lecture, discussions, short/long form summaries & more, including the use of the amazing🍓o1 model (Sam Altman OpenAI: with stunning results!). Code & HF Space: You can find #PDF2Audio on GitHub for local use or try the Hugging Face space, all featuring Gradio. Link to the repo & HF space in the reply. Thank you @knowsuchagencyfor the great work on #promptic and #pdf2podcast, as well as LiteLLM (YC W23), & AK for helping us with the Hugging Face spaces version. We hope that this tool is useful for the community. Background: Developing audio podcasts, lectures, & summaries from complex documents & data has become an exciting trend with impacts from research to education to business. Our open-source #PDF2Audio tool that allows users to utilize various models such as #o1 or local/open-source models, to develop deep-dives into technical content. Example application - material design analysis: As an example to show what the system can do, check the video for a detailed 13-minute analysis of one of the designs created by #SciAgents merging silk & dandelion pigments, created using 🍓o1. The conversation describes the new material, an integration of silk proteins & luteolin/dandelion pigments to create a new biomaterial. Silk, a natural #nanostructured protein-based fiber known for its strength & flexibility, is combined with dandelion pigments like luteolin, which offer unique optical properties. By merging these components at the nanoscale level, the resulting material displays structural coloration—vibrant, tunable colors created by the material's structure rather than synthetic dyes, and leverages silk's hierarchical organization as a scaffold for the pigments, ensuring uniform distribution and non-covalent bonding at the molecular level. Key technical features include: ➡️Low-temperature processing to maintain the integrity of both silk and pigments while reducing energy consumption by 30%. ➡️Enhanced mechanical properties, with tensile strength up to 1.5 gigapascals. ➡️Potential self-healing capabilities and environmental responsiveness, allowing the material to repair minor damage and change color based on environmental conditions. ➡️UV protection and antimicrobial properties, which make this material ideal for smart textiles, eco-friendly coatings, and medical applications. This development opens new doors for sustainable materials, offering an eco-friendly alternative to synthetic fibers with applications in various industries, from fashion to healthcare.show more

Markus J. Buehler
208,353 views • 1 year ago
Currently testing Hunyuan brand new 2.5 model for image... to 3D. YUP! It's MAJOR improvement over 2.0, especially with making details look sharper, it can also reconstruct more detail. It also generates PBR materials now and you can automatically rig the character on the website. It's much better than Trellis and Tripo from my testing! Took it into Blender as well to compare Hunyuan 2.5 (on the left) and Hunyuan 2.0 (on the right). I wanted to see the mesh with a solid and material preview. If you're doing 3D printing, these would probably work very well. However...the biggest issue here is still topology which is a complete and utter mess, there's also still issues with texture projection...and the entire model is a single mesh, there needs to be a method to generate the model in parts BUT this tech is certainly improving. As someone that is also a 3D artist, I actually want to see what this tech is capable of generating to output 3D models.show more

Travis Davids
45,357 views • 1 year ago
We got more details on new playable characters Vincent... and Cid’s combat in FF7 Revelation! Vincent: - Gun slinger who can switch back and forth between his normal form and beast mode at the press of a button - Normal mode is ranged attacks - Beast mode is melee attacks - Feels good to play as - Similar to Yuffie being able to fight with her Shuriken in hand for close range or thrown out for long range. Cid: - Lance weapon Dragoon style character - Skilled at aerial combat - More technical character - Attack variation changes based on button inputs - Has strong support abilities - Good at teleporting and stabbing with his lance - Has area of effect attacks - Satisfying to play as once you get the hang of it - Has the FF Dragoon Jump attack - Like an aerial version of Red XIII - If Red XIII is a ground type, then Cid is an aerial type attacker with a support role too.show more

Genki✨
193,769 views • 1 month ago
.Memeland ❤️ Memecoin just dropped a new reveal mechanic... that go against from how the NFT PFP space has done art reveals for the past 4 years. and for the first time, it seems like an NFT token will be used as part of the reveal mechanism.👀 Here's how it works: > Convert NFTs back into something like TCG booster packs, creating this new art reveal experience > Upon reveal, rarer captains will have this "holo effects", so instead of the usual trait-based rarity, it seems like Memeland is exploring a new direction on how "rare" is going to be gauged for NFTs. > Multiple rips per pack possible as hinted by Kevin, likely gated by $MEME spend, which would double as a token sink. Memeland has always been known to venture on new territories and creative directions for their product experiences. A must need especially with little to no innovations happening on the NFT PFP space for the past few years. Now, the most important question is: do you think this is something that everyone will find exciting or rather alienate the collection further on the NFT community?show more

Serein 🟥
15,316 views • 2 months ago
We got new Crimson Desert gameplay, showing off the... combat, progression system and more of the world, and this game continues to look insane. Here are the highlights: - Multiple different weapon types including: Sword and shield, Spears, Greatswords, Axes, Dual-wield swords and ranged weapons such as guns - Use mounts during combat such as bears, mechs and dragons - Melee combat allows you to utilize actual martial arts and massive combos - Three playable characters, Cliff seems to mostly use melee weapons, a female is focused on magic and ranged weapons such as a rifle, and a male orc who serves a barbarian role. It does seem like you can mix and match abilities between them - You can grab, throw and kick enemies to create chains of attacks. Slide is another ability that can be chained with double jumps and kicks - Swap weapons mid combat and you can enhance weapnos with elements such as spark damage - A grapple hook can be used to scale up walls and swing into attacks - Progression is based on acquiring artifacts, which are found by defeating bosses and at the end of dungeons as well as hidden across the world - Some skills are earned by observing others use them out in the world - You can use a sort of helicopter blades umbrella to fly around the world - Buy, find or craft gear to use in combat. Gear is upgradeable as well - Crafting/Upgrading is highly detailed, for example you can go and mine for certain materials in caves, you will also need to hunt animals or defeat bosses for certain materials as well - Crafting materials can be obtained through quests and in hidden locations as well - Add special effects to weapons and armors at certain vendors such as Wizards - There are flying bosses that you will have to fight in the skies such as flying metallic birds that you can land on Crimson Desert is launching on March 19th on Xbox Series X/S, PS5, PC and Mac. Every time we see more of this game, it feels like a true GOTY contender that will be an absolute amazing massive experience. I truly hope it lives up to the hype!show more

Synth Potato🥔
224,722 views • 5 months ago
- AssetHub officially launched - Using Metahuman Component as... parts system in UEFN This is crazy! Just discovered I can use the Metahuman Component in UEFN as a general parts system! Perfect for modular characters. So I had to test it out. First step: character design. With GPT Image 2 I got some really solid characters to work with. These are perfect to test anime/ lowpoly models as well. Gavin Harvey also officially launched so I jumped on a fresh workflow to build the first one. Since I’m aiming for an anime/flat shaded style, I chose Tripo P1 to generate straight to low poly models. Results were perfect for me, UV and textured directly done. Did the main assembly in Blender. I transferred weights onto the new parts (like the jacket here) and used proportional editing to tweak vertices so everything fits together nicely. Then into UEFN / Unreal Engine: For the two-tone shadow look, I made a material that uses the sun direction as a mask. To make all the modular parts work together, I set up a blueprint with the body skeletal mesh as the base, and all the other parts attached as children. Now the really cool part: the Metahuman Component actually lets you plug in extra body parts directly. And every skeletal mesh can have its own Control Rig slot. That means you can layer procedural animations on top of your main animation setup. I used it for procedural eye blinking and hair physics. Since every part is separate, swapping variations is super easy while keeping all animations perfectly synced!show more

Jerome | InsaneUnreal
23,650 views • 1 month ago