Application Material Setup: Maya V-Ray

When setting up Max materials for StemCell there are some general setting that must always be used. These settings are necessary to maximize consistency and portability to other renderers…

Application Material Setup: Maya Mental Ray

When setting up Max materials for StemCell there are some general setting that must always be used. These settings are necessary to maximize consistency and portability to other renderers…

Application Material Setup: Max Mental Ray

When setting up Max materials for StemCell there are some general setting that must always be used. These settings are necessary to maximize consistency and portability to other renderers…

Manual UV Unwrapping

Manually unwrapping UVs can seem like a very daunting task. Often this is put off until the very end when modeling is complete. This can make the amount of unwrapping overwhelming which is why many artist decide to to skip this step by auto unwrapping or applying basic projection maps. The key is to unwrap each object as you complete…

How to setup Transparency & Opacity for StemCell

StemCell Transparency & Opacity Transparent Materials Transparent materials allow us to see through solid objects by editing visibility. By setting unique attributes for either Refraction and Opacity, we are able to achieve different effects. Types of Transparency There are two types of Transparency. First, there is Refraction. Refraction maps are used for objects which would distort and displace light as…

FAQ

Check out our StemCell 3D models FAQ to learn the benefits of modeling for StemCell, how the conversion process works, and more.

Publishing StemCell Models to TurboSquid

After passing the submission process, 3D artists can learn tips for Publishing 3D Models for StemCell like how to transfer files and set up the product preview page.

StemCell Submission Process

Learn how to submit your 3d model for StemCell. All major formats for 3ds Max, Cinema 4D, and more are supported conversions for users who submit to StemCell.