Category: Tutorials
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Using curves, instances, and emission to bake stitching and seams for clothing assets (Ucupaint+Shader nodes)

One thing I greatly miss from Substance Painter is its “draw on curve” feature. Being able to create curves and then use them to “stamp” patterns was extremely helpful, and it’s a shame that Blender does not have a feature like that. HOWEVER With Blender’s new raycast shader node, this is easier than ever to… Read more
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Cloth Dynamics node: shrinking/expanding vertices over time, and applied forces (Blender 5.2 Alpha)

Blender 5.2 Alpha is out and it has a few incredibly exciting new nodes: Cloth Dynamics, and Geometry Collider. These are new within Geometry Nodes and appear to be the Blender Foundation’s next step in supplanting the old cloth system with a new, stabler one, that works within Geometry Nodes. See CGDive’s video on it… Read more
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Knotted Cock

I took DD’s double dongs and converted them into a single dong setup, compatible with the Mr. Animals, and with its Ucupaint nodes left intact! That means you can now add a knotted cock to a Mr. Animal, and recolor it to match! Download link for the .blend at the bottom. IMPORTANT NOTICE If you’ve… Read more
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Garment creation with 0-thickness meshes and Mesh Deform

This is a method I use for creating garments, such as shoes or jackets, out of 0-thickness meshes for easier handling within Blender, which helps reduce mesh complexity, while retaining a nice, detailed look. The greatest benefit of this method is that the weight painting process is extremely simple, compared to weight painting a complex… Read more
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Using gradients to twist textures into a spiral

Mapping node: What is it? The Mapping node is super helpful! It lets you transform images by moving their Location, Scale, and Rotation. With other textures and numerical inputs, you can do all kinds of fun distortions to images! I like using it best with generated images, like a Noise Texture or a Gradient Texture.… Read more
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Arranging UVs in straight patterns and using noise to create hair strands for stylized hair

So, this is a little technique I learned from studying one of LeoTheModeler‘s fantastic models. The basic idea is that if you have a noise texture, you can make one of its axes be 0 (or near 0) in scale, which stretches it out. Then if you crank up the detail and scale, you get… Read more
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Using vertex groups and geometry nodes to drive texture visibility

Problem You have a character who you want to make it so that a texture or effect will only show in certain parts of the body, but you do not want to create a whole new grayscale texture to serve as a mask. For example, let’s say you want to create an effect where displacement… Read more