Blender 5.0 RC, Sam 3D, Houdini AI Assistant, and World Labs Continues to Impress.
Build worlds faster with Meta’s SAM 3D, Houdini’s new AI assistant, World Labs’ latest tools, and a few must-know Blender 5.0 upgrades for game artists.
This week Blender 5.0 finally graduated from "Release Candidate" and is now available for everyone.
For those who missed it I've uploaded a short video over on YouTube that covers the top features game artists should be aware of.
But before we take a look at those updates, here's the weekly roundup of changes in tools and technology that are shaping the future of worldbuilding and creative work.
NEW TECH UPDATES
Weekly Roundup
1. Meta SAM 3D
Another output from Meta's AI lab is here with Sam 3D (open source). It allows for objects to be pulled from static images into meshes including a new mesh format that separates the skeleton from the surface to keep the output clean. I've done some initial tests with a mix of results but you can give it a try for free in their Sam 3D playground. Will keep an eye on this project and keep you updated as it progresses.
Check out the Sam 3D.
2. Houdini AI Assistant
Senior Houdini Artist Radu Cius has created the well-received Houdini AI Assistant which is now available over on his Gumroad. He describes it as your personal assistant that reads your scene, nodes, and parameters to give you answers that are actually relevant to your project. Powered by Google Gemini 3 API, the assistant inspects your work to understand its context, then helps you explain, debug, and generate code as a true creative partner.
Check out Houdini AI Assistant on Gumroad.
3. Substance 3D Painter adds Ribbon Paths
Substance 3D Painter’s new Ribbon Path tool makes it easy for 3D artists to add dynamic ribbons, text, or seamless repeating patterns along any curve on your models. With flexible patch tiling, customizable curve sharpness, and advanced blending for layered effects, this feature speeds up texturing workflows and offers powerful options for surface detailing and asset decoration.
Check out the release video.
THIS WEEK’S HIGHLIGHT
New Video Live
After weeks of beta, a release candidate and a slight delay, Blender 5.0 officially launched early this week. And, as you’d expect from a 5.0 version this is a big release with updates across nearly every major area from rendering, to compositing, to grease pencil, and even color management.
Now I know there are a hundred videos and articles around this release already but now that it is actually available for download I wanted to highlight 5 of the top features that game artists, who mainly use Blender to build their assets, should know about.
Because for those of you who fit that description, this is an exciting update that unlocks quicker and more procedural workflows that don't require deep technical expertise.
The new Array Modifier replaces the limited legacy version. You can now create circular arrays, array along curves, and use transform-based arrays directly. No add-ons required for what should be basic functionality.
Scatter on Surface is now built-in. Whether you're placing debris around a hero asset or need randomized placement during modeling, it's now a native modifier. You can control density, paint masks, and also instance collections.
Instance on Elements provides controlled placement on vertices, edges, or faces, useful for greebles or specific placement when wanting to instance a mesh onto another one.
Curve to Tube converts any bezier into... a tube with one modifier. Of course tools like Cablerator were excellent for this, still, nice to have this built-in for free.
What's notable is these new modifiers are built with Geometry Nodes under the hood which is a very welcome move toward Blender's intent of rebuilding common node setups as modifiers with geo nodes, giving you procedural power without touching the node editor.
Geometry Nodes in general got more approachable too with some cleaner UI details, better organization with bundles, an expanded essentials library, plus SDF volumes for advanced users.
With Adobe teasing Project Graph, Figma acquiring Weavy, and Blender making nodes much more accessible, 2025 might be when procedural systems become increasingly standard for small teams and solo artists trying to achieve more in less time.
I covered all five features in detail and explored where these procedural workflows might be headed over on YouTube for those who missed it.
Don't miss what's next
The next issue drops soon.