Nyanneco Position Mask is a free Substance 3D Painter generator by Nyanko that creates highlight masks for hair and other patterns using Position maps. It generates lines and shapes based on spatial data to produce highlights. Users should note it is sensitive to UV layout, particularly overlapping UVs, and its internal blur does not cross UV islands, which can cause visible seams. It is free until July 5 and supports commercial use, with a Japanese tutorial video available.
Nguồn: https://80.lv/articles/this-substance-3d-painter-tool-creates-highlight-masks-for-hair. 8sync News chỉ tóm tắt và dẫn link; bản quyền nội dung thuộc tác giả và nguồn gốc.
Nhà phát triển Chiro Visuals đã chia sẻ hệ thống tuyết rơi theo thời gian thực mã nguồn mở, được xây dựng bằng Three.js và WebGL. Hệ thống này bao gồm các yếu tố như tuyết rơi theo thể tích GPU, tinh thể băng lấp lánh, mặt hồ, và shader tích tụ tuyết bằng FBM noise trong không gian thế giới. Nó hỗ trợ nhập mô hình tùy chỉnh để điều khiển tương tác tuyết và có sẵn trên GitHub.
Nếu bạn muốn khám phá cách áp dụng hiệu năng GPU và kỹ thuật shader tiên tiến để tạo ra cảnh vật lý thực tế như tuyết rơi trong game hoặc ứng dụng web, bài này sẽ là nguồn tham khảo lý thuyết và thực hành không thể bỏ qua.
A detailed breakdown of the 3D production pipeline used to create a digital character of tennis player Stefanos Tsitsipas for an interactive website. The workflow covers photogrammetry scanning with ~70 cameras, UV optimization to consolidate multiple textures into a single set for WebGL, rigging via Mixamo, cloth simulation in Marvelous Designer, hair sculpting in ZBrush, texture baking with Redshift and Substance Painter, and animation optimization using shape keys. Key challenges included compressing a 14-day production into a tight schedule, replicating Tsitsipas' serve motion frame-by-frame, and exporting optimized animated models with cloth simulation for real-time WebGL rendering.
Alma Studio has released a collection of 130+ production-ready hair card assets compatible with Unreal Engine, Unity, Blender, Maya, 3ds Max, and other 3D software. The pre-configured assets are beginner-friendly and suitable for game development, character presentation, animations, and concept art.
3D artist Cartesian Caramel has shared a short animation of running water in an autumn scene, created with Blender. The realistic-looking clip features sun reflections on water, pebbles, leaves, and floating dust. The artist is known for using Blender's Geometry Nodes system to procedurally generate and modify geometry rather than manual modeling.
A developer rebuilt a 3D chess game using React Native as the UI shell while keeping all game logic in Kotlin Multiplatform compiled to JavaScript via Kotlin/JS. The architecture separates concerns strictly: chess rules, FEN handling, UCI integration, scene math, camera, and raycasting all live in a single Kotlin module compiled once to JS and shared across iOS, Android, web, and desktop. Two renderers are used — React Native Filament for mobile and Three.js for web/desktop — both consuming the same Kotlin Board3DScene model. Stockfish is the deliberate native exception, running as a TurboModule on Android for compute-intensive chess search. The key insight is that Kotlin's type safety guarantees (null safety, exhaustive when expressions, sealed types) survive into the emitted JS, making it preferable to TypeScript for correctness-critical game logic.
Gurgen Aloian built a custom real-time collision system entirely within Blender's Geometry Nodes, without using Blender's built-in physics engine. The technique works by checking if a mesh is inside another, then displacing it outward based on the mean position of the outer shell using backfired normals. It runs interactively in real-time and was originally designed to simplify sculpting collisions during animation. Aloian plans to either release it as a product or publish a tutorial explaining the setup.
A personal reflection on owning a high-end gaming PC (RTX 3080, Ryzen 7 5700X) for three years without fully utilizing its potential. The author admits to rarely playing demanding games, never seriously exploring non-gaming workloads like 3D rendering, video editing, or local AI models, and mostly using the machine for work and web browsing. The piece explores the tension between having powerful hardware and the reality of adult life leaving little time or energy for gaming or skill-building.
3D artist Amed Alexander Bueno Rodríguez created an animated reimagining of Pokémon's Flapple as a Poison-type character using Blender, ZBrush, Substance 3D Painter, and Nuke. The project draws on Pokédex lore, replacing the mud bomb move with a purple liquid to reflect the Poison-type visual identity. Two rendered camera angles and process videos are shared.