StemCell Advisory Board

StemCell Advisory Board The StemCell Industry Council The StemCell Industry Council includes professionals from the world’s largest computer graphics companies. They share our vision for making 3D easier for all types of professionals and hobbyists to create and consume, and they are helping us develop the StemCell process and spec. TurboSquid is committed to working with our global network of…

StemCell Textures & Materials -v1

StemCell Textures & Materials include the necessary workflows need for StemCell, the similarities and differences between the workflows, and the StemCell Material Library open to TurboSquid 3D artists.

StemCell Modeling -v1

StemCell Modeling Think of All the Great Uses For Your 3D Models This is the first day of the rest of your StemCell model’s life. It’s very important to remember that your creation is not finished when you publish it. It will continue to evolve and find its way into many projects. It may simply change color, perhaps blown to…

StemCell Great Selling Content

Great Selling Content So What Should I Make? You’ll probably notice numerous similarities between your current workflow and the StemCell workflow. In fact, nearly all of the rules are based around industry-wide best practices. Our goal was to keep things as simple as possible while maintaining a consistent and flexible specification. Sure, there may be some new concepts here, but…

StemCell UV Mapping -v1

StemCell UV Mapping Understanding the Importance of UV Mapped 3D Models StemCell relies solely on textures for material values, and the only way to assign a texture to a model is by having some type of UV mapping assigned to the mesh. But UV mapping is an art form, just as much as modeling and texturing is. Often times it’s…

StemCell Material Library

The StemCell Material Library is available to SquidGuild artists (Bronze and over) and currently includes over 100 production-ready V-Ray materials and 12 HDRIs.

PBR Specular Map Adaptation

Using programs like Substance Painter or Quixel Suite can be a quick and powerful way to create textures maps. However, it’s important to note that these programs are specifically designed to output PBR based material maps which may not be supported by most production renderers such as V-Ray or Mental Ray…

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Materials & Texturing for StemCell

Transmission Tips in Cycles - Transmission Tips in Arnold - Refraction Tips in V-Ray - Stemcell Material: 3DS Max / Physical - Stemcell Material: 3DS Max / Arnold - Stemcell Material: 3DS Max / V-Ray - StemCell Texturing Guide - Since the goal of StemCell is for models to work across multiple platforms, using correct texture map values is extremely…