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13. March 2020


Fast on the heels of the Blender 2.82 release, comes a minor but appreciated stability release, Blender 2.82a.  This release fixes 20+ bugs, including:

You can learn more about the release in the Blender release notes.  Blender is available for download on multiple platforms right here.  You can learn more about the recent 2.82 release here or in the video below.

GameDev News


11. March 2020


With the massive recent releases of Blender 2.8x it is time to start looking towards the future and that is exactly what the Blender Foundation have been done.  With a pair of posts to their developer blog addressing the upcoming future of Blender.

First is the announcement of LTS versions and with Blender 3, adopting a more standard numbering convention:

The first proposal is to do one Long Term Support (LTS) release every year. This release would be supported for two years with important bug fixes and updates for new hardware, while strictly maintaining compatibility.

A good reason to do an LTS now is the focus on fixes and patches of the past months. The next release (2.83) although big, will be relatively less experimental, thus a good candidate to keep supporting for a while.

LTS versions also will help to ensure that a project that started with an LTS version can be completed with the same version in a reasonable amount of time. Nice for studios with large projects, but also for add-on maintenance.

As well as details on the new versioning:

Along with this, I also propose to accelerate a bit our release numbers this decade.

This summer we’ll do Blender 2.90 (new particle nodes), and in summer 2021 the Blender 3.0 series begins! By then we will implement a more conventional release numbering.

I suggest to do minor releases (3.0, 3.1, 3.2, … 3.7) for two-year periods, and then move to a new major release. Blender 4.0 could be there in 2023 already!

Additionally there was some discussion on the “biggest projects” over the next year, the type of features you can expect to see in the next few releases of Blender.  There was also some tentative discussions on upcoming User Interface changes from their User Interface Workshop.

Finally there is some unfortunate news about Blender founder Ton Roosendaal who is taking a bit of a break due to help issues:

Last week Monday night I was hospitalized with an acute immune system failure. It was critical and severe but quickly fixed up and diagnosed to be excellently treatable with common medicines. Because of my weak immune system I’m confined to a special over pressured area in the hospital, to prevent germs or viruses from reaching me. Basically it’s the safest place in Amsterdam now!

Last week I migrated all Blender Foundation/Institute operational tasks to Francesco Siddi. He will take over ongoing projects and communication for me until I’m back in April. I would appreciate it if everyone would respect my rest for this month. I can’t handle thousands of good health mails or personal messages now! Social media will do fine :) I know you care!

Wishing you a quick recovery Ton!  To learn more about all of the above be sure to check out the video below.

Art GameDev News


10. March 2020


This quick tutorial will walk you through the process of exporting 3D models and more importantly textures from the Unreal game engine for use in other engines or in content creation tools such as Blender.  There is a complete step by step video included below.

The first part is identifying the model to export.  In the Content Browser, find the mesh object you want to export, then right click and in the menu select Asset Actions->Export…

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A dialog will pop up, first asking where you want to export the asset to.  Pick an appropriate directory.  You will then be prompted for export details.

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The default settings should be fine in most cases.  If you have trouble opening the generated file you may want to try a different compatibility mode.  You will get a low polygon “cage” mesh if you select Collision for the Static Mesh, uncheck that option if you do not want this collision mesh generate.  Finally click export.


And done…


Well, unfortunately not quite.  We still need to get textures out.  The easiest way I have found to to this is via baking.  In the Asset viewer window, with the mesh open look for the Bake Out Materials button

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First let’s set the texture size for our baked textures:

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Next click the + icon in Properties for each texture channel you want to export.  In this case we will do color, normal and roughness.

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Now define each channel you want baked.

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Once complete click Confirm and your textures will be baked.  The textures will appear in the same folder as the Mesh (as will new materials).  You will have 3 textures for each material channel on the object ( 2x materials x 3 textures in this case for a total of 6 generated textures ).  Unfortunately CONTENT BROWSER DOES NOT REFRESH automatically, so navigate to a different directory and back to see the generated textures.

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Now right click each new texture and export it exactly the same way you did the FBX file earlier on.  You are now ready to use your model and textures in your application of choice.  In the video below we continue to show how to recreate the materials in Blender.

Art GameDev News


23. February 2020


Verge3D is a toolkit for enabling artists to create web experiences with minimal or no coding using Blender, Max or Maya.  Founded by team members from the Blend4Web project Verge3D allows you to create content using your graphics application of choice, then using their (locally installed) web based tools you can add logic using their visual programming language Puzzles.

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Verge3D is available in a free fully functional trial version (watermarked) available for download here.  Verge3D is available for Windows, Mac and Linux for Blender 3D as well as Windows only for 3DS Max and Windows and Linux for Maya.

Check out Verge 3D for Blender in action in the video below.

GameDev News Art Design Programming


14. February 2020


Just two and a half months after the release of Blender 2.81, Blender 2.82 is now available.  While nowhere near as massive an update as Blender 2.80, there are still a number of improvements to be found in Blender 2.82 including:

  • New Mantaflow powered gas and liquid physics simulation engine
  • Improved cloth simulations with support for internal air pressure and internal springs
  • UDIM tiled texturing support (learn more here and here)
  • PIXAR USD format export support
  • Cycles improvements including new nodes, faster rendering on Windows and more
  • AI DeNoiser support on RTX hardware powered by NVidia OptiX for faster cycles renders
  • Preview pass support in EEVEE renderer including ambient occlusion, mist, combined, normal and more
  • Transparent materials now blend properly with volumetrics
  • Sculpting improvements including new multi-plane scrape brush and slide relax brush as well as pose brush improvements
  • Grease pencil improvements including new polyline tool and multi stroke modifier
  • Plus several other new features and improvements

For complete details on what’s new in Blender 2.82 be sure to check out the complete release notes available here.  You can also learn more and see several of the new features in action in the video below.

GameDev News


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