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      <description>천천히 올바르게. AI Researcher &amp; DevOps Engineer Youngju&#39;s tech blog. GPU/CUDA, LLM, MLOps, Kubernetes AI workloads, distributed training, and data engineering.</description>
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      <managingEditor>fjvbn2003@gmail.com (Youngju Kim)</managingEditor>
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    <guid>https://www.youngju.dev/blog/culture/2026-05-15-3d-modeling-tools-2026-blender-houdini-maya-zbrush-substance-usd-3d-ai-deep-dive.en</guid>
    <title>3D Modeling Tools 2026 — Blender 4.4 / Houdini 21 / Maya / ZBrush / Substance / USD / 3D AI Deep Dive</title>
    <link>https://www.youngju.dev/blog/culture/2026-05-15-3d-modeling-tools-2026-blender-houdini-maya-zbrush-substance-usd-3d-ai-deep-dive.en</link>
    <description>The full 2026 stack for 3D modeling and content creation in one post — Blender 4.4 Geometry Nodes and EEVEE Next, Houdini 21 APEX auto-rigging, Maya 2026 USD-first workflow, ZBrush 2025 digital sculpting, Adobe Substance 3D Suite, Pixar USD standard, Marvelous Designer / Cinema 4D / Modo, AI 3D generation with Tripo / Meshy / Rodin / Hunyuan3D / NVIDIA Edify 3D, 3D scanning with Polycam / Luma AI / KIRI / RealityScan, and real-time rendering via Unreal MetaHuman and Unity HDRP — with concrete tool-choice recommendations for character, environment, motion graphics, game asset, and 3D printing artists, plus the actual tools used by Korean and Japanese studios.</description>
    <pubDate>Fri, 15 May 2026 00:00:00 GMT</pubDate>
    <author>fjvbn2003@gmail.com (Youngju Kim)</author>
    <category>3d</category><category>3d-modeling</category><category>blender</category><category>houdini</category><category>maya</category><category>zbrush</category><category>substance</category><category>cinema4d</category><category>usd</category><category>pixar</category><category>geometry-nodes</category><category>3d-ai</category><category>meshy</category><category>tripo</category><category>rodin</category><category>2026</category><category>deep-dive</category><category>english</category>
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  <item>
    <guid>https://www.youngju.dev/blog/culture/2026-05-15-3d-modeling-tools-2026-blender-houdini-maya-zbrush-substance-usd-3d-ai-deep-dive.ja</guid>
    <title>3Dモデリングツール 2026 — Blender 4.4 / Houdini 21 / Maya / ZBrush / Substance / USD / 3D AI 徹底ガイド</title>
    <link>https://www.youngju.dev/blog/culture/2026-05-15-3d-modeling-tools-2026-blender-houdini-maya-zbrush-substance-usd-3d-ai-deep-dive.ja</link>
    <description>2026年の3Dモデリング・コンテンツ制作スタックを一気にまとめる — Blender 4.4 の Geometry Nodes と EEVEE Next、Houdini 21 の APEX オートリギング、Maya 2026 の USD ファースト ワークフロー、ZBrush 2025 のデジタルスカルプティング、Adobe Substance 3D スイート、Pixar の USD 標準、Marvelous Designer / Cinema 4D / Modo、Tripo / Meshy / Rodin / Hunyuan3D / NVIDIA Edify 3D など AI 3D 生成、Polycam / Luma AI / KIRI / RealityScan の 3D スキャン、Unreal MetaHuman と Unity HDRP のリアルタイムレンダリングまで。キャラクター・環境・モーショングラフィックス・ゲームアセット・3D プリンティングという用途別に「どのツールを選ぶか」、そして日本と韓国の主要 3D スタジオが実際に使っているツールを整理します。</description>
    <pubDate>Fri, 15 May 2026 00:00:00 GMT</pubDate>
    <author>fjvbn2003@gmail.com (Youngju Kim)</author>
    <category>3d</category><category>3d-modeling</category><category>blender</category><category>houdini</category><category>maya</category><category>zbrush</category><category>substance</category><category>cinema4d</category><category>usd</category><category>pixar</category><category>geometry-nodes</category><category>3d-ai</category><category>meshy</category><category>tripo</category><category>rodin</category><category>2026</category><category>deep-dive</category><category>日本語</category>
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  <item>
    <guid>https://www.youngju.dev/blog/culture/2026-05-15-3d-modeling-tools-2026-blender-houdini-maya-zbrush-substance-usd-3d-ai-deep-dive</guid>
    <title>3D 모델링 도구 2026 — Blender 4.4 / Houdini 21 / Maya / ZBrush / Substance / USD / 3D AI 심층 가이드</title>
    <link>https://www.youngju.dev/blog/culture/2026-05-15-3d-modeling-tools-2026-blender-houdini-maya-zbrush-substance-usd-3d-ai-deep-dive</link>
    <description>2026년 3D 모델링/콘텐츠 제작 도구 풀스택을 한 번에 — Blender 4.4 의 Geometry Nodes 와 EEVEE Next, Houdini 21 의 APEX Auto-rigging, Maya 2026 의 USD-first 워크플로, ZBrush 2025 의 디지털 스컬프팅, Adobe Substance 3D Suite, Pixar 의 USD 표준, Marvelous Designer / Cinema 4D / Modo, 그리고 Tripo / Meshy / Rodin / Hunyuan3D / NVIDIA Edify 3D 등 AI 3D 생성과 Polycam / Luma AI / KIRI / RealityScan 의 3D 스캐닝, Unreal MetaHuman 과 Unity HDRP 의 실시간 렌더링까지 — 캐릭터, 환경, 모션 그래픽, 게임 자산, 3D 프린팅 사용자가 어떤 도구를 어떻게 골라야 하는지 한국/일본 스튜디오 사례와 함께 정리합니다.</description>
    <pubDate>Fri, 15 May 2026 00:00:00 GMT</pubDate>
    <author>fjvbn2003@gmail.com (Youngju Kim)</author>
    <category>3d</category><category>3d-modeling</category><category>blender</category><category>houdini</category><category>maya</category><category>zbrush</category><category>substance</category><category>cinema4d</category><category>usd</category><category>pixar</category><category>geometry-nodes</category><category>3d-ai</category><category>meshy</category><category>tripo</category><category>rodin</category><category>2026</category><category>deep-dive</category>
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  <item>
    <guid>https://www.youngju.dev/blog/culture/2026-05-16-3d-model-creation-blender-unreal-houdini-tripo3d-meshy-luma-gaussian-splatting-nerf-2026-deep-dive.en</guid>
    <title>3D Model Creation Pipeline 2026 — Blender, Unreal, Houdini, Maya, ZBrush, Tripo3D, Meshy, Luma Genie, Rodin, Gaussian Splatting, NeRF, Photogrammetry Deep Dive</title>
    <link>https://www.youngju.dev/blog/culture/2026-05-16-3d-model-creation-blender-unreal-houdini-tripo3d-meshy-luma-gaussian-splatting-nerf-2026-deep-dive.en</link>
    <description>In 2026, 3D creation grows along two branches at once. Traditional DCC (Blender 4.5, UE 5.6, Houdini 21, Maya 2026, ZBrush 2025, Substance 3D) is more solid than ever, while AI 3D generation (Tripo3D, Meshy, Luma Genie, Rodin, Hyper3D, Trellis) and capture-based tools (Gaussian Splatting, NeRF, Photogrammetry) have entered production pipelines in earnest. This article walks through both the classic model-UV-texture-rig-animate-render flow and the new flow of generating meshes from text/images and capturing scenes from photographs, in a single breath.</description>
    <pubDate>Sat, 16 May 2026 00:00:00 GMT</pubDate>
    <author>fjvbn2003@gmail.com (Youngju Kim)</author>
    <category>3d-modeling</category><category>blender</category><category>unreal-engine</category><category>houdini</category><category>maya</category><category>zbrush</category><category>substance-3d</category><category>tripo3d</category><category>meshy</category><category>luma-genie</category><category>gaussian-splatting</category><category>nerf</category><category>photogrammetry</category><category>usd</category><category>vrm</category>
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  <item>
    <guid>https://www.youngju.dev/blog/culture/2026-05-16-3d-model-creation-blender-unreal-houdini-tripo3d-meshy-luma-gaussian-splatting-nerf-2026-deep-dive.ja</guid>
    <title>3Dモデル制作パイプライン 2026 — Blender・Unreal・Houdini・Maya・ZBrush、Tripo3D・Meshy・Luma Genie・Rodin、Gaussian Splatting・NeRF・Photogrammetry 徹底ガイド</title>
    <link>https://www.youngju.dev/blog/culture/2026-05-16-3d-model-creation-blender-unreal-houdini-tripo3d-meshy-luma-gaussian-splatting-nerf-2026-deep-dive.ja</link>
    <description>2026年の3D制作は二つの流れが同時に育っている。伝統的なDCC(Blender 4.5・UE 5.6・Houdini 21・Maya 2026・ZBrush 2025・Substance 3D)はかつてないほど堅固になり、AI 3D生成(Tripo3D・Meshy・Luma Genie・Rodin・Hyper3D・Trellis)とキャプチャ系(Gaussian Splatting・NeRF・Photogrammetry)が本格的にパイプラインに入った。本稿では、モデル→UV→テクスチャ→リギング→アニメーション→レンダの古典的な流れと、テキスト/画像からメッシュを生成し、写真からシーンをキャプチャする新しい流れを、一息に整理する。</description>
    <pubDate>Sat, 16 May 2026 00:00:00 GMT</pubDate>
    <author>fjvbn2003@gmail.com (Youngju Kim)</author>
    <category>3d-modeling</category><category>blender</category><category>unreal-engine</category><category>houdini</category><category>maya</category><category>zbrush</category><category>substance-3d</category><category>tripo3d</category><category>meshy</category><category>luma-genie</category><category>gaussian-splatting</category><category>nerf</category><category>photogrammetry</category><category>usd</category><category>vrm</category>
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  <item>
    <guid>https://www.youngju.dev/blog/culture/2026-05-16-3d-model-creation-blender-unreal-houdini-tripo3d-meshy-luma-gaussian-splatting-nerf-2026-deep-dive</guid>
    <title>3D 모델 제작 파이프라인 2026 — Blender·Unreal·Houdini·Maya·ZBrush, Tripo3D·Meshy·Luma Genie·Rodin, Gaussian Splatting·NeRF·Photogrammetry 심층 가이드</title>
    <link>https://www.youngju.dev/blog/culture/2026-05-16-3d-model-creation-blender-unreal-houdini-tripo3d-meshy-luma-gaussian-splatting-nerf-2026-deep-dive</link>
    <description>2026년의 3D 제작은 두 갈래가 동시에 자란다. 전통 DCC(Blender 4.5·UE 5.6·Houdini 21·Maya 2026·ZBrush 2025·Substance 3D)는 그 어느 때보다 단단해졌고, AI 3D 생성(Tripo3D·Meshy·Luma Genie·Rodin·Hyper3D·Trellis)과 캡처 기반(Gaussian Splatting·NeRF·Photogrammetry)이 본격적으로 파이프라인에 들어왔다. 이 글은 모델 → UV → 텍스처 → 리깅 → 애니메이션 → 렌더의 고전적 흐름과, 텍스트/이미지로 메시를 뽑고 사진으로 씬을 캡처하는 새 흐름을 한 호흡으로 다룬다.</description>
    <pubDate>Sat, 16 May 2026 00:00:00 GMT</pubDate>
    <author>fjvbn2003@gmail.com (Youngju Kim)</author>
    <category>3d-modeling</category><category>blender</category><category>unreal-engine</category><category>houdini</category><category>maya</category><category>zbrush</category><category>substance-3d</category><category>tripo3d</category><category>meshy</category><category>luma-genie</category><category>gaussian-splatting</category><category>nerf</category><category>photogrammetry</category><category>usd</category><category>vrm</category>
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