Joined July 2015
3,164 Photos and videos
In many materials, you may want to combine multiple normal maps to add complexity and detail. For example, you could have a tile pattern as your base and additional scratches or decal details on top. Blender doesn’t have a one-click solution for this, but with some node work, you can seamlessly blend multiple normal maps. In this tutorial, I’ll show you a method that separates, combines, and normalizes normal map channels for a clean, controllable result. #Blender #Materials #NormalMaps #Tutorial #Textures #Shaders
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Unity has published a new blog post on how mobile gaming advertising is evolving with Fetch, focusing on reaching verified shoppers and improving how real-world purchase behavior connects back to in-game ad campaigns. The piece highlights a shift toward more outcome-driven advertising, where brands can go beyond impressions and clicks to target audiences based on verified retail purchase data. By combining Fetch’s shopping insights with Unity’s mobile gaming inventory, advertisers can identify high-intent users and measure whether campaigns actually lead to real-world sales—not just engagement inside the game. It’s another step in the broader trend of gaming becoming a performance marketing channel rather than just an awareness space, with tighter links between gameplay audiences and verified consumer spending behavior. #Unity #MobileGaming #GameDev #GameIndustry #Advertising #AdTech #Programmatic #Marketing #DataDriven #MobileGames unity.com/blog/mobile-gaming…
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A detailed breakdown explores how Crimson Desert achieves its striking surface richness using POM-based silhouette techniques in Unreal Engine 5. The guide focuses on how Parallax Occlusion Mapping can go beyond simple “fake depth” to create convincing structural detail on materials like stone, brick, and architectural surfaces. Key techniques include self-shadowing for depth perception, UV-aware silhouette handling to avoid edge breakup, and production-focused optimizations like step-count dithering and LOD-based material switching to keep performance stable. It also highlights how modern workflows can layer POM with geometry-based solutions like Nanite or displacement systems, using each where it makes the most sense: geometry for macro forms, POM for fine-scale crevices and shadow richness that would otherwise be too expensive to model. A strong reminder that material detail today is as much about smart shading strategy as it is about geometry. #GameDev #UE5 #VFX #EnvironmentArt #3DArt #TechnicalArt #CGI #CrimsonDesert #Shaders #GameDesign 80.lv/articles/how-to-create…
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Luiz Elias has released Mush3D 3.0, the latest update to his GPU-based tool for editing and enhancing animation caches directly in production workflows. The update introduces a tetrahedral deformation solver designed to simulate soft-tissue motion like muscle and skin behavior, bringing more physically grounded secondary motion into shot-based sculpting workflows. It also adds a Pose Trainer, allowing artists to learn corrective deformations from example poses and automatically apply them across an entire animation cache. Alongside its existing brush-based sculpting and deformation tools, Mush3D continues to position itself as a hybrid solution for fixing, polishing, and enhancing animation without rebuilding rigs or running full simulation setups. A focused but powerful upgrade for character TDs and CFX artists working on final-pixel animation cleanup and deformation work. #Mush3D #3DArt #VFX #GameDev #CGI #Animation #CharacterFX #TechArt #DigitalArt #Simulation cgchannel.com/2026/06/luiz-e…

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INSYDIUM has released the NeXus for Blender beta, bringing its GPU-accelerated simulation system to Blender users for the first time. The beta introduces a wide range of tools for particle, fluid, fire, and crowd-style simulations, all running on the GPU for faster iteration. Artists get access to systems like nxFluids for FLIP/APIC liquid sims, nxExplosiaFX for fire and smoke, nxFlock for behavior-based motion, and a full set of emitters, forces, constraints, and meshing tools designed for real-time feedback in the viewport. The focus is on giving artists fast, interactive control over complex motion and simulation workflows without leaving Blender. It’s a major expansion of INSYDIUM’s ecosystem, especially for users who previously relied on Cinema 4D for NeXus tools. #Blender #NeXus #INSYDIUM #3DArt #CGI #VFX #GameDev #Simulation #Procedural #DigitalArt 80.lv/articles/insydium-rele…
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A new breakdown on Spider-Noir dives into how the series is being crafted as a visually distinct take on the Spider-Man mythos, blending classic 1930s noir aesthetics with modern VFX and production techniques. The feature highlights how the show’s look is built around its dual presentation—authentic black-and-white and “True Hue” color—alongside stylized lighting, heavy contrast cinematography, and digitally enhanced environments that reinforce its gritty, rain-soaked version of 1930s New York. VFX work is focused less on spectacle and more on invisibly supporting mood, atmosphere, and period authenticity, while still enabling superhero-scale action sequences when needed. It’s a strong example of how modern streaming productions are using VFX not just for scale, but for tone and genre storytelling. #SpiderNoir #VFX #VisualEffects #FilmMaking #CGI #DigitalEnvironments #Cinematography #PostProduction #Streaming #Marvel artofvfx.com/spider-noir/
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Jen | Olde Tinkerer Studio retweeted
Over 600 pages about Shaders, Compute Shaders and math for Graphics in Unity ✨ jettelly.com/bundles/unity-s… #gamedev
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Jen | Olde Tinkerer Studio retweeted
手書き風の雲を簡単作成できるアドオン発売! cgbox.jp/2026/06/11/news-add… 【主な特徴】 ・手描き風・絵画調のスタイライズ雲をBlender内で作成できる ・立体的な3D雲として、どの角度からでも表示・レンダリング可能 ・雲のシルエットや形状を自由に調整できる #b3d
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Jen | Olde Tinkerer Studio retweeted
Maxon released Cinema 4D 2026.3, introducing a redesigned UV Editor, a new Particle Property Manager, and three advanced distributions. Redshift 2026.7 received Revit support and more: 80.lv/articles/cinema-4d-202…
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Jen | Olde Tinkerer Studio retweeted
.@casey_sheep and @MeiU800 have launched Cloud Paint, a Blender add-on for creating stylized clouds with real volume that can be viewed and rendered from any angle. Get it now with 25% off for a limited time: 80.lv/articles/blender-tool-…
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Can you believe there’s less than a week left until State of Unreal at Unreal Fest? We can, we’re looking at the calendar right now! Get yourself familiar with how and where to watch it🎬: epic.gm/unreal-fest-chicago-…
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Jen | Olde Tinkerer Studio retweeted
How do you make tires deform and react to terrain in real time? 🚜 Developer TheLancaster made this soft body tire system in Unity for heavy machinery and off-road games. See the details: jettelly.com/blog/breaking-d… #unity3d #gamedev
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Epic Games has launched a new beginner-friendly course, “Your First Game in Unreal Engine,” designed to help new developers take their first project beyond the basics and into a fully playable game. The course builds on the earlier “Your First Hour in Unreal Engine” series and walks learners through adding core gameplay systems like timers, speed boosts, moving obstacles, win/loss conditions, and simple UI using Blueprints and UMG. It’s a hands-on introduction aimed at complete beginners, with guided modules that gradually turn a simple prototype into a playable 3D platformer. A solid entry point for anyone looking to move from tutorials into actually finishing their first small game in UE. #UnrealEngine #GameDev #UE5 #IndieDev #Blueprints #GameDesign #LearnToCode #3DGameDev #EpicGames #InteractiveDesign unrealengine.com/learning/st…
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Stop Killing Games has reached another major milestone in its push for video game preservation: the California State Assembly has passed the “Protect Our Games Act” (AB 1921), moving the bill one step closer to becoming law. The legislation would require publishers to give players advance notice before shutting down online-supported games, and either provide a way to keep them playable (such as offline modes or private servers) or offer refunds. It’s part of the wider SKG movement advocating that games shouldn’t disappear entirely once official support ends. Supporters see it as a key step toward basic consumer protection in gaming, while industry groups continue to argue it could increase costs and complexity for developers. The debate is now heading to the California State Senate. #StopKillingGames #GamePreservation #GameDev #GameIndustry #ConsumerRights #GamingNews #IndieDev #GameDesign #VideoGames #DigitalOwnership 80.lv/articles/stop-killing-…
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Pilgway has released 3DCoat 2026 alongside 3DCoatTextura 2026, introducing a major leap in its texturing workflow with a new GPU-accelerated node-based system. The update brings a non-destructive Node System for building materials, masks, and effects in a visual graph-based workflow, similar in spirit to Substance 3D Designer and Mari. It also improves smart materials, procedural workflows, and integrates the system more tightly with the existing layer-based painting tools. 3DCoatTextura 2026 also gains the same core texturing technology, positioning both apps for faster, more flexible material authoring while keeping sculpting and retopo workflows in the full version of 3DCoat. A significant shift toward GPU-driven, node-based texturing in Pilgway’s ecosystem. #3DCoat #Texturing #3DArt #CGI #GameDev #VFX #DigitalArt #ProceduralWorkflow #3DModeling #TechArt cgchannel.com/2026/06/pilgwa…

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A new practical guide breaks down how to apply physically based lighting (PBL) in Unreal Engine 5, focusing on real production workflows rather than theory. The tutorial walks through how real-world light values translate into UE5, covering key concepts like lux, lumens, EV100 exposure, and physically accurate scaling, while also highlighting where the engine’s “realism” breaks down in practice. Through hands-on lighting studies, it shows how to balance directional light, emissive materials, and Lumen behavior to build scenes that feel grounded and consistent. A useful deep dive for artists aiming to move beyond “art-directed guessing” and toward more physically grounded lighting setups. #UnrealEngine #UE5 #Lighting #GameDev #CGI #VFX #RealTimeRendering #TechArt #3DArt #DigitalArt 80.lv/articles/a-practical-g…
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Framestore is back on One Piece Season 2, and a new breakdown reveals how far the VFX team pushed creature work and stylized effects for the live-action adaptation. The feature highlights the introduction of Smoker, Wapol, and Tony Tony Chopper, showing how Smoker’s smoke-based powers were designed to feel both physically grounded and magical, while still staying readable in fast-paced action. Wapol’s ability-driven transformations lean into controlled, almost mechanical deformation while keeping a playful tone that fits the character. Chopper remains the biggest challenge, built as a fully CG character with performance-driven animation and careful attention to expressiveness to balance realism with his iconic design. The result is a mix of complex simulation, character animation, and invisible VFX that keeps One Piece’s surreal world feeling coherent in live action. #OnePiece #VFX #Framestore #VisualEffects #CGI #CreatureDesign #Animation #FilmMaking #Netflix #VFXBreakdown artofvfx.com/one-piece-seaso…
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Godot 4.7 beta 5 is here, marking the final development snapshot before the release candidate stage. This build focuses on last-round regression fixes across animation, audio, editor workflows, GDScript, physics, and rendering systems, tightening up stability ahead of the upcoming stable release. It’s a strong signal that 4.7 is nearing completion, with contributors now shifting fully toward bug fixing and polish rather than new features. A good time for testers to jump in and help catch any remaining issues before release. #GodotEngine #Godot #GameDev #IndieDev #OpenSource #GDScript #GameEngine #DevUpdate #3D #Programming godotengine.org/article/dev-…
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DLSS is officially coming to Blender 5.3, with NVIDIA bringing its Ray Reconstruction technology into Cycles as a new AI-powered viewport denoiser. The goal is to make real-time path-traced previews smoother and more responsive while preserving near-final image quality during lookdev and lighting. Instead of waiting on heavy test renders, artists will be able to iterate inside a more stable, denoised viewport powered by the same DLSS 4.5 system used in RTX workflows. A significant step toward more interactive, production-ready rendering in Blender. #Blender #DLSS #NVIDIA #Cycles #3DArt #CGI #VFX #Rendering #GameDev #TechArt 80.lv/articles/dlss-is-offic…
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Blackmagic Design has released Fusion Studio 21.0, the latest update to its node-based compositing and motion graphics software used across VFX and broadcast pipelines. The update expands the toolset with deeper motion graphics workflows, improved deep compositing support, enhanced USD integration for 3D scenes, and upgraded lens distortion and calibration tools. It also introduces performance gains across key areas like retiming, relighting, and large-scale compositing setups, along with expanded support for modern pipeline formats. A solid upgrade for artists working in complex compositing, procedural 3D, and production-scale VFX workflows. #FusionStudio #BlackmagicDesign #VFX #Compositing #MotionGraphics #CGI #NodeBasedWorkflow #3DGraphics #PostProduction #VisualEffects cgchannel.com/2026/06/blackm…

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Steam’s latest store redesign is starting to raise concerns for indie developers, especially around how visibility is handled for upcoming games. One of the biggest changes is the shift in the “Popular Upcoming” section, which is now algorithm-driven rather than chronological or low-wishlist friendly. That change means smaller indie titles may struggle more to appear alongside larger games with tens of thousands of wishlists, while discoverability increasingly depends on algorithmic placement and personalized recommendations. At the same time, Valve has introduced a personalized release calendar and improved discovery tools, which could help niche games reach the right audiences instead of a broad front-page push. The result is a mixed picture: stronger curation and personalization for players, but potentially higher barriers for mid- and small-scale indie visibility. #Steam #GameDev #IndieGames #GameIndustry #GameDesign #PCGaming #Valve #GameMarketing #IndieDev #GameDiscovery 80.lv/articles/new-steam-des…
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