Showing posts with label MatPlus. Show all posts
Showing posts with label MatPlus. Show all posts

Sunday, 14 December 2025

Weekend Reflections

 We're soon going to be getting very busy with Christmas. There's talk of decorating Leo's bedroom before the holiday. It's only me doing the talking, though. I have four more days of work, which should mean lots of Blender time, but I should take a break.

Sparrow project:


I need to create some more landscape concepts. Drew, the director, wants to see more dramatic and more extraterrestrial terrain. I think we're going in a bit lower, which should make it easier to pull off from a viewing distance, but we'll need to account more closely for surface details.

The other landscape artists shared some valuable insights into Geo-Scatter's masking system. Apparently, using Bezier curves to cull scatters is not efficient because it still includes the full scatter in the pipeline, and then removes things under the mask. I've not seen anything documented about their masking mechanics, but Gabe says this comes from Maarten Nauta, so I should definitely take note. Actually, I should seek out Maarten's free YouTube content. Gabe is on his Patreon, so he probably gets 75% more of Maarten's genius leakage. 

Big terrains!! Drew wants the peaks more jagged.

Blender School

I quickly ran through the introduction to Matplus, the Substance Painter-like/lite implementation for a layer-based material creation tool. It's limited to Blender 4.5, and I only have it installed on my secondary machine, which does materials/supporting tasks. Nice! It wasn't wildly complex, and it's definitely inspired by Substance Painter's workflow. You must have really good UVs on your models. You start by baking out the PBR maps that you need. You can apply the layers using various masks and painting options. It is nowhere near as feature-rich or as performant as Substance Painter, but it's in its early days, and it's right inside Blender, so there's no need to swap between them all the time.

I must, must, must:

  • Finish the environmental design course.
  • Complete the Hard OPs course from the Blender Bros, which has gathered dust for a year.
  • Prepare for a purge and reinstallation of Blender when 5.0.1 drops next week.

So key things to remember:

Matplus is a tool that you used in a self-contained workflow. You prep your model, get the UVs in good shape, and then go off and create your materials. Once you are happy, you export the PBR maps, which are applied like any others. If you need to iterate, return to the MatPlus project and repeat the steps. So Matplus is not an extension of Blender's own material/shader creation. 

One is a MatPlus project, the other has PBR map outputs from the project.

CG Characters

This time last year, I downloaded a free sample from CG Characters, a team that was creating really cheap, mid-quality human scans. Their library contained a wild array of genre figures in cool poses. I was tempted to get the set but forgot about it. Well, I hunted them down to see if their library has grown since then. Naughty tinkers have not grown their library as promised; they have a second library that is focused on science fiction characters, available both in various poses and as a T-posed animatable character. Not rigged, though. These figures look slightly better in terms of capture, and their costumes are certainly better -- still a bit cos-play, but the details are more than good enough for background figures.

Not super detailed, but great for medium to far shots

Alexa in her various action poses.

Shamrayev Project


Critique time!

It's dawn on a Sunday morning. The house is quiet, and I'm two coffees down. Lets do some crit!



I stopped work on it last night because it felt like I was tired and letting compromises creep in. A fog had dropped on my critical faculties, and I was at that stage when my modelling carried on by itself, without enough care for design or build quality. A perfect time to stand back, reflect, and take a look with a fresh eye.

So, actually, I'm still happy with the overall effort. There are some places where more care and some rebuilding are needed, but not too much. How is the 70-30 rule applied? Well, it's slightly off, but not enough to worry about. There are areas where the ship is not too cluttered, where the details are already in the realm of the small. So the Big:Medium:Small approach also isn't being applied perfectly, but it's better than it usually is, for sure.

There's no wild rebuild required, just lots of refinement. The next significant effort will be the engineering section. I originally planned for exposed detailing and pines to go behind the shield, but I have decided that some of it will go in front and help pipe up those water tanks. The tanks could become a torus. Are the "ball" tanks too testicular? I still want to include a fold-away mechanism, but I'll not worry about that during this initial design pass.

More later!

Wednesday, 3 December 2025

Final hours of the Superhive Black Friday Sale... Spend Moah?!

 So I did pick up MatPlus, the layer-based material system that gives Blender a built-in Substance Painter-like functionality. Expensive! But it looks like it's from a reputable and dedicated provider.  I installed it, and found out that it doesn't yet support Blender 5. Erm, no worries. I installed it with Blender 4.5. Still not working. I tested and toyed with it until I was pretty sure this was probably me having missed a prerequisite or an installation step.

I raised the issue on their Discord, providing all the information they might need—and a few hours later, they gave me a workaround (leave the project root directory blank) and promised a fix would be in the next release. Pretty good experience.

The tool looks really good, but I will watch a few tutorials first. I also need to get my UV unwrapping a lot better, which is a sign that my modelling is a bit slapdash.

A better UV unwrap tool may be required. Strokes chin and looks at UVFlow's sale price...


Work for the rest of the week:

  • Updates to the next previs service road
  • More learning: MatPlus test before I forget I have it and never learn to use it. 
  • Practice with TrueSky 3. Some space scenes?


A bigger project for the near future

 While at work yesterday, I thought about the first 3D spaceship that I built. It was part of my undergraduate degree course, using Microstation. That's about 33 years ago?! It would be cool to do a rebuild in Blender 5? I actually did a reasonable rebuild a few years ago (2018?! yikes that long ago), but I had no idea how to light and stage it, so all the renders looked bad.

2018 build


What I would do differently. EVERYTHING.

Firstly, I did my old and bad trick of building everything to its fine-detailed final quality without doing a proper Big:Medium:Small blockout. 

There are some nice detail elements, but the forward section looks more Sci-Fi compared to the central part of the ship, which looks like hard science fiction. I would really sweat the engineering details. The superstructure frame doesn't look structural, like an actual load-bearing system. 

I'd build to a much tighter and finer level of detail, using what I learned from the more recent ship projects:

Bayern build. 2300AD game ship: not my design

Bayern used the Big:Medium:Small approach, and I think it was to scale.

Orbital Elements warship. Needed a bit more work, but I would change a lot now.

So the Ukrainian Space Navy Courier, Igor Shamrayev, is coming soon.

Wednesday project

This morning, I decided to invest a couple of hours into a mini-project before returning to the big stuff. At work, I'd been watching th...