Blender Geometry Nodes for Procedural Assets
Create procedural environments and assets with Geometry Nodes.
Create procedural environments and assets with Geometry Nodes.
Generative audio tools are useful in a game project when you treat them as a sketchpad. They can draft a rain bed, a batch of cloth rustles, a temp music cue, or a placeholder line while you block out a scene. They do not mix your game, they do not decide loop points, and they…
Using AI to automatically generate and iterate on game levels and environments.
Learn a solo-friendly ZBrush character pipeline that starts with a rough DynaMesh block, moves to subdivision detail, and ends with a low-poly mesh and normal map your engine can actually use. No single tutorial turns you into a professional character artist. What it can do is give you habits that keep working as your skills…
Choose between Unity and Unreal for your first XR project, then build one small test: a room, the player’s head, and one object that reacts when you look at it. Your first VR or AR project should not be a game. It should be a test that proves three things work: the headset or phone…
A ZBrush character is a sculpture. A Unity character is a skinned mesh, materials, and an avatar that an Animator can drive. This workflow connects those two for one humanoid or creature, ending in a prefab you can drop into a test scene. It does not rig a face for a cinematic, and it does…
Add an AnimationTree to your existing Godot 4 character so it blends from idle to walk based on how fast the body is already moving. This is a different slice from our Godot 4 character controller post: that one wrote the walking, turning, and falling code, while this one leaves that code alone and adds…