Zhenggang Deng, Lead Rigger at Sony Pictures Imageworks, has released interpBlendShape, a free custom Maya deformer for high-end facial rigging. It extends Maya's built-in blendShape with surface UV interpolation, in-between support, and Bezier-style blending instead of linear interpolation. It supports both meshes and curves, includes GPU-accelerated performance, and ships with a dedicated editor UI featuring real-time Maya sync and full undo/redo. Available free for Windows and Maya 2023+.
Nguồn: https://80.lv/articles/free-custom-maya-deformer-for-high-end-facial-rigging. 8sync News chỉ tóm tắt và dẫn link; bản quyền nội dung thuộc tác giả và nguồn gốc.
Florence Simon and a team of MoPA students share facial rig tests for two stylized characters, Noah and Jade, from their graduation short film Sans Contact. The rigs feature expressive blendshapes, with Jade's rig built by transferring and refining Noah's base blendshapes and skinning to match her unique facial features. The post also highlights related facial rig work from other artists and mentions Animo, a free animation toolkit for Maya.
3D artist Azure Rod created a cooking animation in Blender as a tribute to music band Mili, whose song is featured in the piece. The work showcases cinematic quality with detailed characters and lifelike motion, with Marvelous Designer used for cloth simulation.
TXTRCast is a free Blender add-on that enables real-time texture painting synchronization between Blender and external 2D painting software like Clip Studio Paint or Photoshop. Paint in your preferred 2D app and see brush strokes instantly reflected on the 3D model in Blender. It requires Blender 4.0+, currently supports Windows 10/11 only, and is noted as not fully stable. Available for free download with a step-by-step setup guide included.
A 3D model of the Dan Wesson 2.5" revolver is available alongside a silent tutorial covering the full asset creation pipeline: high-poly modeling, low-poly retopology, UV unwrapping, baking, texturing with PBR techniques in Substance 3D Painter, and integration into Unreal Engine 5.
Artist Rui Huang created a Blender animation featuring a giant spaceship built from entire planets, complete with a warp jump effect and a retro sci-fi aesthetic. The piece is part of Huang's broader portfolio of cosmic-scale 3D art. Project files are available via the artist's Patreon.
A 3D artist breaks down the creation of a stylized cartoon electric guitar prop, covering the full pipeline from modeling in ZBrush and Maya, UV unwrapping with RizomUV, texturing in Substance 3D Painter, to rendering and compositing in Blender and Nuke. Key highlights include using Blender's Eevee renderer for the first time, creating a stylized liquid shader, adding outlines with Stroke and Line Art modifiers, and maintaining color consistency with an ACES workflow across tools.
SideFX Labs has released a new Copernicus node called UV Grid Texture COP for Houdini. It generates procedural textures to help artists test UV layouts, check texture orientation, texel density, and distortion. The texture can be customized with tile colors, markers, outlines, and text labels, and can be previewed directly on geometry using the UV Visualize SOP. SideFX Labs is a free, open-source toolset developed outside the main Houdini release cycle.
ShangYu Wang, họa sĩ môi trường 3D, chia sẻ quy trình chi tiết tái tạo thanh kiếm Glintstone Kris trong game Elden Ring bằng Maya, ZBrush, Substance 3D Painter và Marmoset Toolbag 5. Anh hướng dẫn từ dựng hình sơ bộ (blockout) trong Maya, điêu khắc chi tiết cao trong ZBrush (sử dụng SnakeHook và Sculptris Pro), kỹ thuật tạo texture (bao gồm lớp lưới kép mô phỏng khúc xạ ánh sáng trên pha lê), đến thiết lập render trong Marmoset với ánh sáng ba điểm tương phản ấm-lạnh. Bài viết cũng cung cấp lời khuyên thực tế cho người mới bắt đầu: hoàn thiện những asset đơn giản trước khi thử sức với những tác phẩm phức tạp.
Lập trình viên nên đọc bài này để hiểu cách kết hợp các công cụ thiết kế 3D như Maya và ZBrush không chỉ để tạo hình vật thể mà còn để áp dụng những nguyên tắc thiết kế chi tiết, vật lý và ánh sáng trong việc xây dựng các mô hình phức tạp, từ đó học cách tối ưu hóa pipeline cho các dự án tương tác hoặc game.