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All posts for the month 2026 年 7 月

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Adobe Substance 3D Designer v16.0.4 Win


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Title: Adobe Substance 3D Designer v16.0.4 Win

Info:

16.0.4
(Released July 2nd, 2026)

Added:

[3D View] Clamp the render resolution to 4096 in X and Y
[Bakers] Update bake-sdk to 3.22.3
[Engine] Update Substance engine to v9.4.4
[OpenGL][OpenPBR] Reduce noise in specular lobe for high roughness + anisotropy
[Scenes] Preserve the UV primvar interpolation mode
Fixed:

[3D View] USD export: resources path are stored with absolute path
[Bakers] Bake fails when loading of high poly mesh is cancelled (Windows)
[Bakers] List of high poly 3D scenes does not include resources with same identifier as low poly
[Bakers] Normal world space: A WS normal is always returned when there is an input normal
[Content] Incorrect normal when scaling pattern non uniformly in the Shape Splatter V2
[Content] Shape splatter V2: Black normals for ‘Plane’ and ‘Disc’ shapes
[Content] Shape splatter v2: first shape is not correctly blended with the background
[Crash] Random crash possibly linked to video (rich tooltips)
[Graph] Crash when pasting a node copied from a new graph with blank identifier
[PSD] PSD files are loaded too many times

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Duration 1h 41m MP4


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Title: Udemy – Long Form Video Editing: Premiere Pro & After Effects

Info:

What you’ll learn
MASTER VIDEO PSYCHOLOGY – Use Hormozi’s hook-value-reward loop, Neistat’s story structure, and Abdaal’s listicle framework to keep viewers watching
BUILD A REPEATABLE EDITING WORKFLOW – Organize your project, cut with Firecut, add overlays and zooms, then finish in After Effects every single time
CREATE SCROLL-STOPPING VISUALS – Study what top creators do, replicate it fast, then build your own reusable templates
EDIT FASTER WITH THE RIGHT TOOLS – A full breakdown of every tool worth using for long-form editing, free and paid
USE MY PERSONAL TOOLKIT – Get QuickImport, Vlad Tools, and Depth Script to shave hours off every edit
NAIL YOUR INTRO & SOUND DESIGN – Craft openings and audio that stop the scroll and hold attention
GROW WITH DATA, NOT GUESSWORK – Read your analytics and scale your output the right way
LEARN FROM A REAL FULL EDIT – Watch an entire video get broken down from raw footage to final export

Editing a long-form video isn’t hard. Editing one that people actually watch — that’s the skill.

Most YouTube videos lose the majority of their audience in the first 30 seconds, before the editing even gets a chance to work. Not because the footage is bad, but because nobody taught the creator why certain edits keep people watching and others make them click away.

This course fixes that.

You’ll learn the psychology behind retention (Hormozi’s hook-value-reward loop, Casey Neistat’s beginning-middle-end structure, Ali Abdaal’s listicle framework), then go step by step through my exact editing workflow — from organizing raw files, to cutting with Firecut, to overlays, After Effects work, sound design, and the final watch-through before you hit publish.

By the end, you’ll be able to take any raw footage and turn it into a video that holds attention from the first second to the last — using a repeatable process, not guesswork.

What you’ll walk away with:

MASTER VIDEO PSYCHOLOGY – Use Hormozi’s hook-value-reward loop, Neistat’s story structure, and Abdaal’s listicle framework to keep viewers watching

BUILD A REPEATABLE EDITING WORKFLOW – Organize your project, cut with Firecut, add overlays and zooms, then finish in After Effects every single time

CREATE SCROLL-STOPPING VISUALS – Study what top creators do, replicate it fast, then build your own reusable templates

EDIT FASTER WITH THE RIGHT TOOLS – A full breakdown of every tool worth using for long-form editing, free and paid

USE MY PERSONAL TOOLKIT – Get QuickImport, Vlad Tools, and Depth Script to shave hours off every edit

NAIL YOUR INTRO & SOUND DESIGN – Craft openings and audio that stop the scroll and hold attention

GROW WITH DATA, NOT GUESSWORK – Read your analytics and scale your output the right way

LEARN FROM A REAL FULL EDIT – Watch an entire video get broken down from raw footage to final export

With over 10 years of experience editing videos for YouTube, Instagram, and TikTok, I know what it takes to create content that performs. I’ve managed two of the biggest YouTube channels in their niches, and the videos I’ve edited have generated millions of views across platforms.

The workflow taught in this class isn’t theory—it’s the same system I use every day in Adobe Premiere Pro and After Effects to create high-performing content for clients and creators. You’ll be guided through the same tools and structure I use to edit with confidence—whether you’re building your own channel or creating for others.

Who this course is for:
Beginner video editors who want to learn long-form YouTube editing from start to finish
YouTube creators who edit their own videos but struggle to keep viewers watching
Freelance editors who want a repeatable workflow to speed up client work
Content creators looking to grow their channel using proven retention techniques
Editors who know Premiere Pro basics but want a professional, efficient workflow
Anyone who wants to turn video editing into a skill that gets real results, not just views

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Duration 18h 8m Project Files Included MP4


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Title: Udemy – The Ultimate UNITY 3D & BLENDER Factory Game Course || 2026

Info:

What you’ll learn
Build a complete factory automation game using Unity 6 and C#
Model, texture, and optimize game assets in Blender
Create a flexible grid-based building system with removal mechanics
Develop conveyor belts, production buildings, splitters, mergers, warehouses
Save/Load functionality, UI systems, sound effects, particle effects, animations
Why you should use Scriptable Objects, Inheritance, Interfaces, Manager Systems
Export your finished game ready to share or expand with your own features

In this course, you’ll build Factory Game while learning professional game development techniques used in real Unity projects.

This isn’t just a programming course. You’ll follow the entire development pipeline—from creating 3D assets in Blender to programming gameplay systems in Unity 6 with C#.

We’ll begin by modeling and texturing every major asset used in the game, including drill rigs, conveyor belts, smelters, constructors, warehouses, splitters, mergers, and more. You’ll learn how to create clean, game-ready models and prepare them for Unity.

Once the assets are finished, we’ll move into Unity 6 and build the complete game step by step. Every system is 100% explained, making this course suitable for beginners while still covering techniques used in professional projects.

Throughout the course, you’ll build:

A complete grid-based building system

Automatic conveyor belt connections

Mining and resource collection systems

Smelters, constructors, warehouses, splitters, and mergers

Flexible production and recipe systems

Inventory and warehouse management

Save & Load functionality using JSON

Main menu and pause menu

User interface systems

Sound effects and 3D audio

Particle effects and animations

Post-processing with Global Volume

Final game build and export

You’ll also learn how to organize large Unity projects using clean architecture and best practices, including:

Object-Oriented Programming (OOP)

Scriptable Objects

Singleton Pattern

Interfaces and Inheritance

Manager-based Architecture

Modular Game Systems

One of the biggest advantages of this course is that every feature is built from scratch. Instead of copying isolated examples, you’ll understand how complete gameplay systems are designed and how they work together in a real project.

Not interested in Blender? No problem! All models and textures created during the modeling section are included with the course, so you can skip directly to the Unity programming lessons whenever you want.

By the end of this course, you’ll have a fully playable factory automation game featuring dozens of interconnected systems and a solid understanding of how to design, build, optimize, and polish a complete Unity project.

Whether you’re an aspiring indie developer, a Unity beginner, or someone looking to improve your programming and game architecture skills, this course will give you practical experience by building a real project from start to finish.

If you’re ready to create your own factory automation game and significantly improve your Unity and Blender skills, I’ll see you in the first lesson.

Who this course is for:
Beginners who want to learn Unity by creating a complete game instead of isolated examples
Developers interested in factory automation games such as Satisfactory, Factorio, or Shapez
Students who want to learn both Blender and Unity within a single practical project
Unity developers looking to improve their understanding of project architecture, production systems, and gameplay programming
Anyone who wants to build a portfolio project demonstrating 3D modeling, gameplay programming, UI, save systems, optimization, and game architecture
Hobbyists and indie developers who want a solid foundation for creating their own simulation or automation games

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Duration 10h Project Files Included MP4


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Title: Gumroad – Mechanical Rigging in Blender Battle Drone

Info:

MECHANICAL RIGGING IN BLENDER: THE ESSENTIAL MINI-COURSE

If you’ve ever tried rigging a mechanical model in Blender, you know the pain:
hard-surface meshes that bend instead of staying solid
joints that twist the wrong way
Pistons that break or stretch
And a rig that looks simple but becomes a mess once you animate it
Don’t spend weeks trying “to reinvent the piston” 🙂 . Spend just 75 minutes with this course, and you’ll never rig mechanical joints the old way again.
Who This Course Is For
Blender users who understand rigging basics, but want to rig mechanical models properly.

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Duration 10h MP4


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Title: Udemy – Character Art: The Complete Digital Painting Course

Info:

Last updated 7/2026
English

What you’ll learn
How to create a casual style illustration from start to finish on your own
The basics of Adobe Photoshop and Clip Studio Paint
How to draw stylized character anatomy, from face to full body
Basic color theory and various coloring techniques
Character posing based on perspective and angles
Various methods to express character emotions
How to design characters to fit a specific concept
How to use photos and assets in illustrations

Requirements
❗ With just drawing tools like Photoshop or Clip Studio, you will learn everything you need to know
❗ It doesn’t have to be Photoshop or Clip Studio. Any tool capable of digital drawing is all you need

• Art theory grounded in real principles — light physics, perception psychology, and aesthetics

• Human anatomy from head to toe — proportions, structure, and how to apply it to characters

• Facial features that feel expressive: eyes, nose, mouth, ears, and hair

• 3D form construction and geometric anatomy

• Perspective from every angle — standard, high, and low

• Dynamic poses through force drawing, contrapposto, and silhouette design

• Conveying emotion through expression, gesture, and atmosphere

• Character design from concept to completion — face, body, costume, and color palette

• Color theory and lighting applied to illustration

• Full workflows in both Photoshop and Clip Studio Paint

• Three distinct styles: realistic, anime, and chibi
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Duration 49m MP4


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Title: Udemy – Houdini – Chocolate Cracking effect

Info:

What you’ll learn
Create a cool looking chocolate cracking effect
Learn how to procedurally animate packed fragments
Improve your overall workflow
Learn more tips and tricks throughout the course

In this course, you’ll learn how to create a satisfying chocolate crack animation in Houdini, revealing a stylized popsicle on the surface. We’ll cover the complete workflow, from modeling the crack effect to animating the reveal, while keeping everything procedural and easy to customize.

By the end of the course, you’ll understand the techniques behind creating this effect, pick up useful Houdini workflows, tips and tricks, and have the knowledge to create similar animations for your own motion graphics or product visualization projects.

You’ll also learn how to organize a clean Houdini project, work with procedural node networks, and build a reusable setup that can be easily adapted for different objects and reveal effects. The techniques covered in this course can be applied to product commercials, motion design, social media content, and other creative procedural animations.

What You’ll Learn

Create a procedural chocolate crack effect in Houdini.

Animate a clean and satisfying reveal.

Learn practical SOP-based workflows.

Improve your procedural animation skills with production-friendly techniques.

Render a polished final animation.

Build reusable procedural setups that can be customized for future projects.

Learn production-friendly workflows that are easy to modify and expand.

This course is suitable for Houdini users with a basic understanding of the interface who want to learn creative procedural animation techniques through a fun, real-world project. If you’re looking to improve your procedural thinking while creating an eye-catching animation from start to finish, this course is a great place to begin.

Who this course is for:
People who want to level up from beginners to intermediate, People who wants to learn motion design in Houdini.

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Duration 19h 59m Project Files Included MP4


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Title: Udemy – Unreal Engine 5.8 C++ Multiplayer First Person Shooter

Info:

What you’ll learn
⚡ Create a fully-functional, multiplayer First Person Shooter game in Unreal Engine 5.8
⚡ Implement multiplayer shooter gameplay that works on Dedicated and Listen Servers
⚡ Program with a data-driven approach, making use of Data Assets and Gameplay Tags for modular architecture
⚡ Create a solid gameplay framework that adheres to software best practices

Requirements
❗ Experience creating C++ projects in Unreal Engine
❗ Knowledge of multiplayer is recommended, but not required

Description
In this course, you will learn how to program a multiplayerFirst-Person Shooterfrom scratch using industry best practices. This project scales to AAA quality competitive games, but also works for small indie games and single-player shooters.

With ourdata driven approach, we will create ascalableshooter game project designed to be extended with new capabilities and weapon types by changing adding assets and data, but not needing to alter existing code. Data assets store animations and montages, icons and UI messages, and our code references them efficiently with Gameplay Tags.

An asset pack is provided for this course, including all meshes, animations, weapons, sounds, Niagara system FX, and icons we will be using throughout the course. No need to find free assets or retarget animations.

In this course, you will learn

✨ How to set up first and third-person meshes for first-person shooters in multiplayer

✨ Setting up Enhanced Input for handling locomotion as well as shooter-specific inputs like firing, reloading, cycling, and aiming

✨ Creating a weapon inventory with weapon cycling, designed for any number of weapons. Rifle and Pistol meshes are provided

✨ CreatingData Assets for efficiently organizing animations and montages that our character Animation Blueprints reference to easily blend to the correct pose based on the current weapon

✨ Creating a full-fledged Animation Blueprint for both first and third person meshes, with aim offsets, hand IK, strafing, jumping, crouching, and turn-in-place with orientation warping. All animations are provided.

✨ Implementing Client-Side Prediction for Ammo, retaining server-side authority while keeping the client-side experience responsive and instantaneous

✨ Implementing weapon aiming, with aim animations and field-of-view zooming and look-sensitivity adjustment

✨ Weapon firing in multiplayer for both automatic and semi-auto fire

✨ Weapon fire effects, including muzzle flashes, impact particles, weapon trails, bullet hole decals, and dynamically-changing effects based on the physical surface hit (concrete, glass, character). Weapon fire sounds and weapon animations and shell-eject particles.

✨ UI displaying health, ammo, reserve ammo, and player score.

✨ Dynamically-changing reticles that switch per weapon, animated with dynamic material instance parameters. Reticles expand, shrink and morph, and change color with weapon fire, aiming, and targeting other players

✨ Reloading weapons, adding ammo with ammo pickups, automatic reload when emptying the weapon, picking up ammo with an empty weapon, and swapping to an empty weapon

✨ Causing damage, detecting head shots, implementing player elimination and respawning

✨ Collecting player stats and displaying UI messages in response to special elims, including

✨ Gaining and losing the lead, and tying the leader.

✨ First blood (getting the first elimination)

✨ Showstopper (ending someone’s spree)

✨ Elim streak

✨ Spree

✨ Dethrone (eliminating the leader)

✨ Revenge (eliminating the last person who defeated you)

✨ Sequential (double elim, triple elim, etc)

✨ Headshot elim

✨ Collecting stats such as hits and missed shots, elims, and defeats

The project we create in this course works on

✨ Dedicated Servers

✨ Listen Servers

✨ Single-player, standalone mode

This course is the culmination of over a decade of heavy Unreal Engine C++ multiplayer experience. It is programmed according to the SOLID software design principles and architected for modularity and scalability.

This course assumes you already understand C++ and have created C++ projects in Unreal Engine. Knowledge of Unreal Engine multiplayer concepts is a plus, but not required. If you’ve taken my Multiplayer C++ CRASH COURSE, you are prepared for this course.

Who this course is for
⭐ Unreal Engine developers who are ready to learn multiplayer shooter development
⭐ Devs who want to understand the nuances of competitive, multiplayer gameplay
⭐ Devs who want to make and publish their own shooter games
⭐ Industry professionals who want to sharpen their multiplayer programming skills

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Unreal Engine Bundle 2 July 2026


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Title: Unreal Engine Bundle 2 July 2026

Info:

Includes:

Bike_Engine_Sounds.rar
Dark Knights Pack UE5.0+.rar
Egyptian Gods Pack UE5.4+.rar
Goblins Modular UE4.26+.rar
JobsiteVOL15_TechAndDataUE51.rar
Low_Poly_Modular_Weapon_System.rar
Shovel_Pitchfork_Tools.rar
StoresVOL3_JewelryAndWatchesUE51.rar
Stylized_Paris_Street.rar
BuildingsVOL17_RooftopsUE51.tgz
BuildingsVOL18_MoreDoorsUE51.tgz
DOCKS_VOL4_AlbertDocksUE54.tgz
DOCKS_VOL5_LagunaDockUE54.tgz
FoliageVOL52_PostOakTreeUE51.tgz
IndustrialVOL4_ControlConsolesUE51.tgz
JobsiteVOL16_SecurityUE51.tgz
Retro80sVOL5_MOREToys&GamesUE51.tgz
Retro80sVOL6_HouseholdProductsUE51.tgz
ROADSIDE_VOL4_TrafficLightsUE51.tgz
ROADSIDE_VOL5_ElectricPolesUE51.tgz
StoresVOL4_DisplaysAndCountersUE51.tgz
SuburbsVOL26_HouseExteriorYardUE51.tgz
SuburbsVOL28_MOREVendingUE51.tgz
SuburbsVOL29_MOREAroundTheHouseUE51.tgz
SuburbsVOL31_MoreBathroomsUE51.tgz
THE_LIGHTHOUSE_UE53.tgz
WorldTravelVOL4_AsianMarketUE51.tgz
Bakerman_v1.2_UE_5.3.zip
Multiwindow50.zip
Multiwindow51.zip
Multiwindow52.zip
Multiwindow53.zip
Multiwindow54.zip
Multiwindow55.zip
Multiwindow56.zip
Multiwindow57.zip
ObjectivePathLocatorWaypointSystem_5.7_.zip
SwitchPersonCharacterSwitchingSystem_5.5_.zip

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Rebelway – Vex For Houdini Artists 2024


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Title: Rebelway – Vex For Houdini Artists 2024

Info:

THE ULTIMATE GUIDE TO WRITING VEX CODE USING HOUDINI.
In this course, you’ll learn how professional VFX artists utilize VEX coding to enhance their FX work.

Master VEX and get a deeper understanding of Houdini, with a course that is perfect for anyone wanting to take their knowledge to the next level.

Covering programming concepts, logic, algorithms and more, you’ll learn how to not only create advanced, unique effects, but also understand when to use them in a real-world environment.

After learning all of the content in this course, you will be able to approach difficult and challenging problems with a new perspective, carrying the lessons learned into new territory with ease.

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KStudio – 3ds Max Project Manager 4.00.70 Win and Ripple Pro 1.0


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Title: KStudio – 3ds Max Project Manager 4.00.70 Win and Ripple Pro 1.0

Info:

Managing assets is often the most time-consuming part of any 3ds Max project—accessing, organizing, and creating scenes along with Models, Materials, Textures, IES lights, Proxies, and more can quickly eat up hours.
Project Manager from Kstudio streamlines every step. A local AI engine classifies your models and textures automatically—no manual tagging—while colour search and Find Similar let you locate any asset in seconds.
Browse with simple folder navigation and open ZIP/RAR/7Z archives like folders.
Drag & drop Assets into your scene or paint objects directly onto surfaces; and preview Materials, IES lights and BVH animations in real time.
Its interactive search lets you find 3D Assets by name, description, categories—or by colour and visual similarity. Batch tools enable automated image conversion, batch renaming files, links and materials and render-and-relink workflows.
An API lets you extend Project Manager with custom scripts and add-ons, customize the interface and define your own keyboard shortcuts for unmatched flexibility.
For team collaboration, Network Database Sync is supported to synchronize your catalog structure (folder trees and metadata) across users and workstations.
Everything runs locally—no subscription.

*************************************************************************************************************************************

Ripple Pro — a modern water-ripple modifier for 3ds Max

The stock 3ds Max Ripple modifier hasn’t changed in decades — a single sine wave on a flat plane. Ripple Pro is a ground-up replacement: a complete ripple, wake, and rain toolkit.

It installs as a native modifier and works the way you’d expect — drop it on your geometry, dial it in, done. The difference is what’s underneath: five different ripple sources, two evaluation modes, a wave-equation simulation, procedural rain with splashes and beads, and the performance and caching to take it from viewport to final render.

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