For the last 15 years, I've been building tools for Maya.
About 12 years ago, I started rethinking Maya from the ground up and wrote a plan to reinvent every tool. The original dream was a single, all-in-one product that would change everything, and I spent years working toward exactly that.
But a product that ambitious was always years away. So rather than make you wait, or just release small products, I decided to release it the way it should have been all along: as a series of focused tools, each one reinventing a different part of Maya.
This is the first: a sculpting toolset that brings powerful, GPU-based modern sculpting right inside Maya, no round-tripping to another app, no breaking your workflow.
And this is just the beginning!
https://t.co/7zpiBFEzUd
For the technical art bootcamp offered by @VertexSchool I created a tool in Unreal using Houdini and Python. It is the capstone project that gives you structures comprized entirely by instanced assets. Check it out at https://t.co/jTFwfJX3Ya
@ArtStationHQ
There is an annoying issue in Maya where actions with attributes work only for a single object
I wrote a simple script for replicating things in batch, releasing it for free, link below
A little bit more progress today with implementing using guide curves to control how the ivy grows. Next, using a mask to create avoid areas.
#3d#Houdini#TD#wip
I’ve been working on this Python script for a while, and it’s almost finished. I really wish #Houdini had a feature like #3dsMax, where you can archive an entire scene regardless of where the files are stored.
It’s especially handy when things get messy to have a quick way to gather all the necessary files for that scene. I came across a Python 2 tool that sort of did this, but it wasn’t exactly what I needed, so I built my own.
Still making some tweaks, but it’s getting there. Missing files are marked as red, but you can open a file browser to relink that missing asset.
#3d #SideFx #TD
The UE5 C++ Course update has really gotten out of hand and getting so much better than I could have hoped for. Every line of code has been reconsidered and tons of new concepts are included (such as data-oriented programming for performance).
It's taking a TON of effort, but will be so worth it! And the best part for existing students is that the UE5 upgrade is entirely FREE!
While working on the Ghost of Yōtei – The Hunt Begins cinematic trailer at Goodbye Kansas, I was tasked with rebuilding the entire house interior based on a layout file. That meant matching translation, rotation, and non‑uniform scale for more than 1,000 objects.
Houdini’s Extract Transform node has a few limitations, so I ended up diving into the world of matrices, oriented bounding boxes, eigenvectors, and a bunch of other fun math to build a tool that could extract transforms far more accurately. I still need to clean it up a bit and add a few parameters for extra control, but this little tool helped me rebuild the whole environment in just a few hours. Once it is ready, I will make the HDA available.
You can check out the environment on my ArtStation:
https://t.co/GasS3Nv0MA
#Houdini #SideFx #TechnicalArt #3d
20% Early Bird Discount - Limited time only!
Check out our website for the first speaker and masterclass announcements, more to follow in the upcoming weeks!
https://t.co/V5NixqUIQU
#procgen#procedural#gamedev#houdini
Running out of samplers?
This trick lets you use up to 128 textures in your material.
Great for complex landscape materials...
Speaking of, become a Landscape Paint Maestro today:
https://t.co/Jagutx9qlm
Just finished editing a 15-min guide on Nanite Displacement.
All setups - Real time displacement, DCC approach and prebake in UE Mesh window with pros/cons. I will also be releasing a full paid tutorial with details of the workflows - Blender, Unreal, Zbrush and texture driven one.
Why It is not published already? Because I am recording final practical demo. Also, I need catchy name and icon for youtube XD Suggestions welcome!
for anyone looking to learn speedtree, i put together these images to roughly explain the basic functions
my dm's are open if anyone needs further help
We wrote Godot Shaders Bible in a linear way: first you learn core concepts like the render pipeline, then you jump into building different effects like distance-based transparency, post-processing, portals, and more. Take a look 📎 https://t.co/Y8QbVTYpRc
#godotengine #indiedev #gamedev
All the shaders we made in 2025 while writing the Godot Shaders Bible! ✨
Want to improve the graphics of your game? ➡️ https://t.co/Cq0tlvirXj
#GodotEngine