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Wednesday, November 12, 2025

JayVinci Spritesheets - Volume 1 - Middle Ages.

To truly wrap my head around the scope of this project, I’ve developed a dedicated document assistant—an evolving blueprint designed to map out exactly what I’ve committed to building.

From foundational animations like walking, sitting, kneeling, and dialogue, to more than 24 distinct bust and paperdoll variations, and nearly 100 curated animation sheets per character, this is more than a spritesheet—it’s a long-term production pipeline. Every decision is intentional. Every layer is structured. The goal is simple: create a workflow that becomes more future-proof with every iteration.

I’ve carefully integrated high-end PBR materials, LUT calibration, and environmental lighting setups to ensure consistency and depth across the board. Not just for characters—but for 2D props, decals, and environmental elements as well. Everything is rendered through Blender’s Cycles engine at peak fidelity, then selectively refined through Photoshop and in-house tools to deliver crisp, high-definition spritesheets with clarity, cohesion, and production-grade polish.

This isn’t just asset creation.

It’s infrastructure.

Friday, June 20, 2025

How to Paint Terrain

 This one is a two-for today, I scoured for how to take terrain and paint it for your environment, and luckily I canme up with two pretty interesting sources for what I'd like to accomplish.

First, we start with THIS.




How to Create Realistic Looking Cliffs and Rocks in Blender

In this Video, ChuckCG shows us how to turn fairly primitive files into wonderful Cliffs and rocky landscaping in Blender!



Height Based Mapping for Textures

Okay, in my quest for creating terrain blocks with shapekeys and more, I've decided to check out more videos, and look at this gem! This is how you can easily create (well not too easily) height based terrain


And then another tutorial here as well, on how to apply a different texture based on the steepness of your terrain as well!




Triplaner Materials (like Asset Forge) In Blender

 Unlike the other method that wraps organic items in a texture, I was curious how to get a Triplaner approach to everything and boy did HoloTNA not disappoint.



How to make rocks in Blender

 Once again, we reach out to Ryan King ART for a method that with very little effort can help generate TONS of orck and other organic objects for Blender for machinima or gamedev.



Once there, go ahead and hit that like and subscribe to his awesome channel. I've learned a lot from him!

Sunday, November 24, 2024

From Vroid to Bakin, a Journey.

I'm starting to delve into the tutorials that many of our Bakin creators have eslflessly put out there on the web, in hopes of helping you, the reader, get the most out of your Bakin project. 

YouTuber Ingenoire has a complete guide on how to create characters for Bakin using the Vroid Studio engine.



Also, in the video description, there are several files you will need to be able to chain from VRM to Blender to Bakin. Good luck!

Sunday, November 17, 2024

What do 3d Environment Art tests look like in AAA Studios?

 



Let's look back at various environment art tests that have existed in the Games Industry over the last few years.

Thursday, October 31, 2024

An easy way to create texture mapping without complicated UVs

 Well,here we go again, I get amazed by the capabilities of Blender in another method that undoubtedly will allow me to retexture all my work, easily, and take my flatshading to something more visually stunning.




This time it's Ryan King Art that I'm showcasing as with just the addon NodeWrangler, he shows how to easily use Blender nodes to create all those organic and architectural setups. Mind you, this doesn't work so well with ornate tiling, but, with this method, once baked, you can EASILY pain on the details you'd like. This is more or less a method to texture all your bricks and kitbashes with that organic flavor.

You can check out all of Ryan King Art's Youtube tutorials and assets here.

@RyanKingArt





Wednesday, October 30, 2024

Reduce Poly Count and Bake

 Okay, it's not actually as hard as you think, to bake items over to a new mesh, but it CAN be daunting, especially if you don't know what you're doing. 

In comes Markom3d, and a wonderful tutorial that I'll be using to create so many new texture maps. You can follow along here, as I've embedded the Youtube Video.



JayVinci Spritesheets - Volume 1 - Middle Ages.

To truly wrap my head around the scope of this project, I’ve developed a dedicated document assistant—an evolving blueprint designed to map ...

BakinWiki

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