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.
Nguồn: https://80.lv/articles/new-copernicus-node-for-testing-uv-layouts-on-3d-models. 8sync News chỉ tóm tắt và dẫn link; bản quyền nội dung thuộc tác giả và nguồn gốc.
A game art student shares a detailed breakdown of creating a hand-painted crystal sword in 3D, inspired by League of Legends. The workflow covers sculpting in ZBrush using Move, hPolish, and Pinch brushes, retopology and UV unwacking in Maya targeting 3K tris, texturing gold and crystals in Substance 3D Painter, and final rendering in Unreal Engine 5 using a four-light setup with Lumen and post-process color grading. Key tips include planning retopology before modeling, managing texel density in UV packing, and using a Cube brush in Substance Painter to simulate crystal facets.
Artist Cartesian Caramel has created a new Blender animation using Geometry Nodes that shows synthetic muscles growing across a character fiber by fiber. The setup has a cinematic, sci-fi/cyberpunk aesthetic. The artist is known for impressive procedural setups in Blender, including previous works on running water, sound visualization, skeleton arm tests, lighting effects, and spider webs.
Prehistoric Planet: Ice Age, the third season of the BBC Studios docuseries, required VFX and animation for over 40 scientifically accurate extinct creatures. Framestore and Practice Creations collaborated on the production, using physical puppets on real-world locations to plan timing, framing, and focus before shooting clean plates. Puppets were built to be lightweight and durable enough for extreme environments like Mongolian steppes and Iceland. The workflow involved a 'puppet pass' to establish natural performance and spontaneity before the digital creatures were composited in.
Matcha is a free Maya plug-in by 3D artist Kanstantsin V. that streamlines working with photo references and camera matching. It lets users create, manage, save, and restore reference cameras, then project photo references directly onto 3D models. The tool supports combining UV and Projection Layers to build high-quality textures, with export to organized PSD files including projections, masks, and layer hierarchy. A Pro version adds a full projection painting workflow for building seamless textures from photo references. Both versions include an intuitive UI with hotkeys.
The GameDev Tavern has launched a free 20-hour YouTube series teaching intermediate game developers how to build a complete 3D dungeon crawler called Goblins' Den in Godot from scratch. Spanning 20 episodes released on a MWF schedule, the course covers node-based state machines, composition models, ragdoll physics, shaders, pathfinding, lighting, and level design. All assets — textures, models, rigs, animations, music, and sound effects — are created within the course itself. The full project code and assets are available on GitHub under the MIT License.
Nhóm làm việc định dạng 3D của Khronos đang phát triển glTF 2.1, phiên bản tương thích ngược nhằm hỗ trợ các cảnh 3D lớn, phức hợp thay vì chỉ tài sản đơn lẻ. Tính năng mới bao gồm biểu đồ cảnh đa tệp chuẩn hóa, phân vùng không gian, hệ thống LOD, streaming tiến triển và tích hợp khái niệm 3D Tiles từ OGC, phục vụ digital twins, BIM, thành phố thông minh và môi trường cộng tác quy mô lớn. Đặc tả được phát triển công khai trên GitHub và cộng đồng có thể đóng góp phản hồi, với thảo luận dự kiến tại glTF Ecosystem Forum trong SIGGRAPH 2026.
Lập trình viên cần đọc bài này để hiểu cách mở rộng glTF 2.1 thành công cho các ứng dụng 3D lớn như game, kiến trúc số, hoặc các môi trường thực tế ảo phân tán, giúp tối ưu hóa hiệu suất và tương thích cho các dự án quy mô lớn.
3D character artist Eugene Roienko recreated Jinx from Arcane season 2 using ZBrush, Substance 3D Painter, Blender, RizomUV, and Maya. Starting from a sphere with no base mesh, he sculpted stylized proportions from scratch. To achieve the iconic Arcane look, he used Blender's hair particle system with a custom shader for a 2D appearance, and rendered separate passes (albedo, AO, hard shadows, emission) composited in Photoshop rather than relying on traditional 3D rendering.
AutoRemesher 1.0 has officially launched after more than five years of development. It is a free, open-source retopology tool (MIT license) that converts high-polygon meshes into clean quad-based topology. Available on Windows, macOS, and Linux, it uses libraries like Geogram and libigl under the hood. While some manual cleanup may still be needed, the remeshing process is reportedly fast, making it a viable alternative to other retopology solutions.