We’re excited to share that @ArtStationHQ and @Sketchfab are joining KitBash’s portfolio of creative platforms alongside KitBash3D and Greyscalegorilla.
Together, we will build a more connected creative ecosystem.
Read more: https://t.co/FlA3Lt1IL2
Od miliona do 20k poligonów w kilka sekund?! 🤯 Sprawdziłem program Autoremesher do automatycznej retopologii i jestem pod duzym wrażeniem, jak dobrze radzi sobie z optymalizacją modeli 3D do gier.
🎬 https://t.co/pkFLU4GTxl
#3d#gamedevpl#tutorial3d#autoremesher
oof another web3 gaming company bites the dust
BUT they CC0'd all their artwork and 3d models
props to that. bunch of gold in there you can use for your own games like this giant squid
Link: https://t.co/alPHuVc68O
We're building a powerful next-generation rendering asset for #Unity3d Still lot's to cover but it's improving daily, more soon. 🫡
All Rays, no Rasterization☀️
#ScreenshotSaturday@Unity3d
⭐ Najlepszy darmowy program do montażu wideo to... program do grafiki 3D.
Blender od lat ukrywa w sobie pełnoprawny edytor. Wrzuciłem do niego 40-minutowy plik 4K, by sprawdzić, czy zastąpi mi DaVinci Resolve.
🎬 Było boleśnie: https://t.co/Pjt8d3YhGc
#b3d#videoediting
W mojej grze stworzyłem system niewidzialnych "holograficznych" rąk i renderuję obiekty na osobnych warstwach, by przechytrzyć mózg i fizykę.
Wszystko opowiedziałem w najnowszym devlogu: https://t.co/COrxYIVtqU
A first look at Surface Cache GI in Unity! Get robust, fully dynamic global illumination in real time - meaning no more tedious authoring or waiting on lightmap bakes.
Surface Cache Gl is ready to preview in 6.7 alpha today, and will become broadly available with Unity 6.7 LTS.
Watch how it brings @Sakura_Rabbiter’s Mecha Repair Hangar to life ⬇️
Introducing Unity 7 - built for a faster-moving, more open industry where creators, cross-functional teams, and coding agents can seamlessly collaborate across every stage of the development cycle. Featuring:
- Create faster: Modernized CoreCLR foundation with a near-instant Play Mode and up to 90% faster shader builds.
- Collaborate in better ways: New CLI, public API, and free MCP connect teams and coding agents directly to Unity.
- Ship sharper graphics: Richer, realistic lighting via Surface Cache GI across all Unity supported devices.
- Grow and monetize smarter: Built-in Unity Vector tools, native webshops, and direct-to-consumer IAP to scale efficiently.
- No breaking changes: A direct continuation of Unity 6 architecture, offering an upgrade path with zero rebuilding.
Unity 7 will enter early Beta testing in December, with the Full Release scheduled for Q1 2027.
We’re opening the Editor to EVERYONE 🤝
For 20 years, the Unity Editor is where a whole generation of games has taken shape. But a game isn’t built in the Editor alone.
That’s why we’re building an API and set of services that open a Unity production to the tools, roles, and agents around it - no full Editor access required. Preview the real game, automate from the terminal, and use whatever tool fits the job.
Now available in closed beta.
We’re excited to introduce the Unity CLI, our new terminal-native path for connecting coding agents, CI pipelines, and custom tooling to Unity.
Unity MCP remains fully supported for your existing setups but to help with the transition, the CLI includes an "MCP Mode," allowing you to leverage existing MCP-based agents without starting from scratch.
We want to remove barriers to innovation, so we are making these tools free! Both the CLI and MCP will be free, with no concurrency limits on the MCP server.
Twórcy silników gier rzadko mają odwagę, żeby coś zniszczyć. Tymczasem Unity 6.5 właśnie skazało na śmierć swój najstarszy, domyślny system renderowania (Built-in RP).Dlaczego to zrobili i dlaczego to bardzo dobra decyzja? 👇
🎥 https://t.co/qzErUCitYi
#unity#gamedev
💥 Premiera Blender 5.2 LTS 💥
Nowy system symulacji fizyki, połączenie z internetem, wbudowany loop tools i... pełny edytor wideo.
O wszystkich najważniejszych zmianach opowiedziałem w filmie na kanale: https://t.co/GdwyIVZfZg
#b3d
Twój drogi komputer do robienia gier może właśnie przestać być potrzebny. Nowa aktualizacja Godota udowodniła, że całą grę możesz zrobić teraz na telefonie z androidem!
Nie wiem czy jest w tym sens ale trzeba przyznać, że nieźle szaleją 😅
Więcej ➡️ https://t.co/gfyh0jsLNE
Premiera Unreal Engine 5.8 to Mesh Terrain z prawdziwymi jaskiniami w 3D i lasy rosnące według praw biologii! 🌳
Sprawdź mój najnowszy film na kanale, w którym analizuję wszystkie nowości: https://t.co/bY6yRtef5h
Co przetestujesz najpierw? #UnrealEngine#gamedev#UE5#3D
Epic właśnie zabił Blueprinty w Unreal Engine.
System, dla którego połowa deweloperów przyszła do UE — oficjalnie skazany na śmierć. Zastąpi go Verse + AI, które napiszą kod za Ciebie.
🎬 Wszystko streściłem w jednym filmie - [Link w komentarzu]
#gamedev#unrealengine
Unreal Engine 6 doesn't ship until the end of 2027. But Epic already put the whole source on GitHub, on the ue6-main branch. The next engine is out in the open about a year and a half early, 10,564 commits ahead of 5.8 and climbing.
Unreal Engine 5.8 is now live!
Build your immersive worlds with advanced terrain tools, real-time vegetation workflows, and simplified lighting⛰️
Create characters and animations faster by capturing high-fidelity digital humans, and speed up content creation through the MCP plugin🧍
Take a look at what’s new: https://t.co/cDITLWWv2F
More than mesh! Mesh Terrain is a new experimental feature in Unreal Engine 5.8.
Author complex terrain without being locked to a heightfield. It’s more than just mesh—it’s partitioned for collaborative workflows, supports world partition streaming and scales across platforms. Full 3D manipulation.