Alex Nhance (@AlexNhance) profile picture

CEO of N-hance. Learn game art from our courses ⬇️ https://xitter.gq/t.co/0YnE2X7oP3

Joined March 2016
3D Environment Assembly
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It always starts with a basic sphere...
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From blockout to sculpt
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Our IMM Brush Pack
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Prototype vs Final Result
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New pack with organic 3D brushes from our studio! We had a bunch of sculpts of monsters, creatures, characters, so we decided to make IMM brushes from them to speed up the work. nhanceschool.gumroad.com/l/o…
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Decals for our game Seeker of the Ancient 🧙
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It always starts with a basic sphere...
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Geometry Nodes for Creating Buildings
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It always starts with a basic sphere...
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From Sculpt to Final Render
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Our new filter that turns any color to procedural anime / retro texture or creates it from scratch!
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AI Slopper will never know
HOLY F*CK. I made an 8K photoreal rock + moss material from a single reference with Claude Opus 5.5 No scanner. No paid library. Just a reference, an image generator, Python scripts and Blender. The pipeline: 1. Generated the base texture from a reference (top-down, flat light, no shadows) 2. Built every PBR map from it: roughness, AO, normal, 16-bit displacement 3. Aligned all maps to the diffuse, so color, height and normals sit in the exact same place 4. Pulled a moss mask out of the diffuse color 5. Claude wrote the Blender scripts: material, scene, lights, this poster 8192×4572. Real displacement in Cycles, not a fake bump. The trick that makes it look real: moss is NOT the same material as rock. Rock: roughness straight from the map. Moss: roughness 1.0, soft sheen, subsurface, its own height in little cushions. Two materials inside one shader. Where I messed up: - first sphere looked like plastic. Low-poly mesh + weak displacement = nothing moves. Fix: dense mesh, real displacement - moss height turned into needles. Fix: two masks, a sharp one for shading and a blurred one for height - plane at displacement 0.40 = stretched spikes. Dropped it to 0.12 xitter.gq/mukadeshinigami/status…
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So happy I made something useful for Substance Painter! Tested it myself after ages away from hand-painting.
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Creating a Game Environment
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Special Sculpting Technique...
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Every 3D Artist’s Struggles
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Sculpting Process from Start to Finish
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Trust the Process
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Prototype vs Final Result
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