
Therefore, it’s a great tool for creating hair, both for the classic hair-card approach, but also for importing grooms into Unreal when exported as a curve object with multiple splines to Alembic.

So let’s discuss a specific Blender use-case for us here at Embark: how we use Blender to create real-time hair.īlender offers the ability to do modeling, texturing, shading, and also display your work in a high-quality real-time rendering viewport. The files can then be opened in Houdini and then we can do operations by using the vertex/edge/polygon data. By collecting this per-vertex/edge/polygon data and store it into a custom object property, we can export the objects using the FBX or ALEMBIC file formats (note: ALEMBIC supports custom properties as of Blender 2.91). Will give you a custom string property on the active object, that you can expose in object properties or by investigating the outliner with display mode: “Data API”.īlender uses a lot of mesh component data for vertex groups, bevel weights, and creasing weights. Custom properties can hold basically any type of data such as float, string, list, dictionaries, and more.įor example: switching to the scripting tab and writing this example in the python console in Blender _object = "<3 Blender" Custom properties can be stored on scenes, objects, meshes, collections, etc. Blenders’ data management of file content provides flexibilityīlender allows any type of data to be stored on almost all types of data types inside the file. We also love Blender’s constant updates and development cycle and that the Blender Foundation is so transparent about its development process.īlender is also very pipeline-friendly and allows us to effortlessly implement tools and applications into our pipeline. The realtime viewport Eevee is also priceless when it comes to evaluating your model and textures before importing them into Unreal Engine. So in this post, I’m going to describe to you in a bit more detail some of the specific reasons we think Blender is great for game development, and describe a specific use-case, as we’re now working on our first games.īlender has a lot of amazing features, but some of the most important ones for us at Embark is the approachable and non-destructive modeling tools and modifiers. Many who were skeptics at first are now some of our most active Blender advocates, which has been fun to watch!Īs we celebrate our first year as a Blender sponsor, we wanted to share some of this know-how with all of you in the Blender community too. Given that Blender is an unfamiliar tool for many of our new artists, we’ve been working actively to make sure everyone here gets the know-how and support they need to quickly get up to speed.
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As a free and open-source tool, it also contributes to making game development more accessible and collaborative. At Embark, we’re constantly looking for new and effective tools and solutions to solve problems, and Blender truly speaks to what sort of studio we want to be. Nowadays, I’m involved in some of Blender’s development processes as a commissioner for various projects.Įmbark’s embrace of Blender was in fact how I discovered this studio in the first place and a big reason why I work here today (in addition to our work with machine learning and proceduralism).

Over time, I also became an active member of the Blender community. It made me fall back in love with 3D modeling again, and soon upon discovering Blender, I found myself using it for most of my tasks.
Change world color blender game software#
Blender has evolved tons since, but even back then I was surprised to find how capable this free software was, with its fantastic modeling toolset and non-destructive modifier system. My own history with Blender dates back to 2015. The character here is procedurally generated from a scan data set. Hair rendered in Blender’s real-time render engine Eevee. In this post, Daniel Bystedt details why Blender is great for game development and lets you in on a specific use-case. Just now, we also renewed our gold-level sponsorship of the Blender Development Fund another year. Originally shared by Embark Studios on their blog.Īt Embark we use Blender across the studio as our go-to tool for 3D and environment art.
