rileyb3d asset library now works with the updated #b3d asset library system in 5.2.
So you don't have to browse my site to download assets. Just get them within Blender's new system.
Categories are a bit messy. Still working on those, but now changes come through for you.
#damagecontrol leaning option for scatter is great addition for realism. It will automatically calculate distance to nearest wall if instances can lean. #scatteraround#geometrynodes#b3d
FLIP Fluids 1.8.7 🌊 — Blender 5.2 LTS, faster cache, Geometry Nodes & Liquid Sand.
Watch the update video:
https://t.co/tQKmEudVbe
Superhive Support Period: not a subscription — you keep what you buy.
FAQ: https://t.co/tZ3bvqyjii
DAMAGE CONTROL is OUT NOW! For earlybird pricing! It's a bundle of never seen tools! https://t.co/ecyG8eY3M7
I'll be releasing it later on Superhive and also as separate tools after summer holidays. #geometrynodes#b3d#procedural@JesseMiettinen
I've gotten a lot of messages about how hard it is to follow the Patreon courses without subtitles in other languages — and for many of you, that's been a real dealbreaker. So here's the good news: this masterclass is up on YouTube too, with dubbing in 21 languages and subtitles included.
Watch on YouTube: https://t.co/I3e39LqLf4
My course is finally OUT! I spent over a year on Creating Creatures for Games and I honestly couldn’t be prouder of the result. It covers how to build this kaiju from scratch, with all steps shown: sculpting, retopo, baking, texturing and unreal lighting.
This shot is from Unreal with a bit of post processing on it
Anim and rig by @KielFiggins
Shot lighting by @Elysper
Audio by @treejaillbreak
Epic Games open-sourced Lore, a new version control system built specifically for game development.
Why it matters:
• Built in Rust for handling terabytes of binary assets
• Uses Merkle trees for deduplication and storage efficiency
• Supports lightweight branching and offline workflows
• Designed to solve Git's binary file limitations and reduce reliance on expensive Perforce setups
• Already powering Fortnite's development internally for over a year
• Runs on Windows, macOS, and Linux
• Released under the MIT license and available on GitHub
Game projects keep getting bigger, but version control hasn't evolved fast enough.
Epic thinks Lore could become the Git equivalent for massive game assets.
I'm seeing a lot of concern over yesterdays news at #unrealfest about the "deprecation" of blueprints in #unrealengine Let's take a step back for a sec and really digest what Epic is saying. do hope Verse really does get some kind of visual scripting, I'll gladly stand corrected if Epic announces otherwise, but, until then, here's the source from Epic themselves: https://t.co/MyNd1ptith
#DellProPrecision #DellTech #NVIDIA
Unreal Engine 5.8 ships today with experimental MCP server support:
Your sources, your pipeline and your workflow—simply configure the MCP plugin and connect to any agent. Get familiar with the MCP server and the PCG Primitive Plugin today and see what teams can build together: https://t.co/cDITLWWv2F
Rebranding my work under @Embrace_FX , go follow!
This will still be my priority channel and the company channel will be more formal with only product and service related tweets. #geometrynodes#b3d