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      <title>Chaos and Order</title>
      <link>https://www.youngju.dev/blog</link>
      <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>
      <language>ko</language>
      <managingEditor>fjvbn2003@gmail.com (Youngju Kim)</managingEditor>
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      <lastBuildDate>Fri, 15 May 2026 00:00:00 GMT</lastBuildDate>
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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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    <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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    <guid>https://www.youngju.dev/blog/culture/2026-05-16-3d-animation-vfx-tools-2026-blender-4-3-houdini-21-maya-cinema4d-zbrush-substance-painter-nuke-deep-dive.en</guid>
    <title>3D Animation &amp; VFX Tools 2026 Complete Guide - Blender 4.3 · Houdini 21 · Maya · Cinema 4D · ZBrush · Substance Painter · Nuke Deep Dive</title>
    <link>https://www.youngju.dev/blog/culture/2026-05-16-3d-animation-vfx-tools-2026-blender-4-3-houdini-21-maya-cinema4d-zbrush-substance-painter-nuke-deep-dive.en</link>
    <description>In 2026, 3D animation and VFX are no longer defined by one or two mega-studios and mega-licenses. Blender 4.4 stabilized its Vulkan backend and shipped a production VSE, Houdini 21 polished Karma XPU and KineFX, Maya 2026 elevated USD to a first-class citizen, ZBrush 2026 moved inside Maxon One, Substance Painter 11 is experimenting with AI textures, and Nuke 16 added USD lights and ML nodes. Meanwhile Move.AI · Rokoko Vision · Plask · Cascadeur made markerless AI mocap and AI-assisted animation the new normal, and Meshy · Tripo · Trellis · Rodin generate game assets from a single text line. This article walks through the entire 2026 VFX stack in one breath: modeling, sculpting, texturing, rigging, animation, simulation, rendering, compositing, tracking, and pipeline.</description>
    <pubDate>Sat, 16 May 2026 00:00:00 GMT</pubDate>
    <author>fjvbn2003@gmail.com (Youngju Kim)</author>
    <category>english</category><category>3d-animation</category><category>vfx</category><category>blender</category><category>houdini</category><category>maya</category><category>cinema-4d</category><category>zbrush</category><category>substance-painter</category><category>nuke</category><category>vfx-pipeline</category>
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  <item>
    <guid>https://www.youngju.dev/blog/culture/2026-05-16-3d-animation-vfx-tools-2026-blender-4-3-houdini-21-maya-cinema4d-zbrush-substance-painter-nuke-deep-dive.ja</guid>
    <title>3Dアニメーション &amp; VFXツール 2026 完全ガイド - Blender 4.3 · Houdini 21 · Maya · Cinema 4D · ZBrush · Substance Painter · Nuke 徹底解剖</title>
    <link>https://www.youngju.dev/blog/culture/2026-05-16-3d-animation-vfx-tools-2026-blender-4-3-houdini-21-maya-cinema4d-zbrush-substance-painter-nuke-deep-dive.ja</link>
    <description>2026年の3DアニメーションとVFXは、もはや一つや二つの巨大スタジオと巨大ライセンスだけで定義されていない。Blender 4.4はVulkanバックエンドを安定化させてプロダクション級VSEを携え、Houdini 21はKarma XPUとKineFXを磨き、Maya 2026はUSDを一級市民に押し上げ、ZBrush 2026はMaxon Oneの中へ入り、Substance Painter 11はAIテクスチャを試し、Nuke 16はUSDライトとMLノードを追加した。一方でMove.AI · Rokoko Vision · Plask · CascadeurはマーカーレスAIモーキャプとAIアシスト・アニメーションを新しい標準にし、Meshy · Tripo · Trellis · Rodinはテキスト1行でゲームアセットを生成する。本記事はモデリング・スカルプティング・テクスチャリング・リギング・アニメーション・シミュレーション・レンダリング・コンポジット・トラッキング・パイプラインまで、2026年のVFXスタック全体を一息で整理する。</description>
    <pubDate>Sat, 16 May 2026 00:00:00 GMT</pubDate>
    <author>fjvbn2003@gmail.com (Youngju Kim)</author>
    <category>日本語</category><category>3d-animation</category><category>vfx</category><category>blender</category><category>houdini</category><category>maya</category><category>cinema-4d</category><category>zbrush</category><category>substance-painter</category><category>nuke</category><category>vfx-pipeline</category>
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  <item>
    <guid>https://www.youngju.dev/blog/culture/2026-05-16-3d-animation-vfx-tools-2026-blender-4-3-houdini-21-maya-cinema4d-zbrush-substance-painter-nuke-deep-dive</guid>
    <title>3D 애니메이션 &amp; VFX 툴 2026 완벽 가이드 - Blender 4.3 · Houdini 21 · Maya · Cinema 4D · ZBrush · Substance Painter · Nuke 심층 분석</title>
    <link>https://www.youngju.dev/blog/culture/2026-05-16-3d-animation-vfx-tools-2026-blender-4-3-houdini-21-maya-cinema4d-zbrush-substance-painter-nuke-deep-dive</link>
    <description>2026년의 3D 애니메이션과 VFX는 더 이상 한두 개의 거대 스튜디오와 거대 라이선스로 정의되지 않는다. Blender 4.4가 Vulkan 백엔드를 안정화하고 프로덕션 VSE를 들고 오고, Houdini 21이 Karma XPU와 KineFX를 다듬고, Maya 2026이 USD를 1급 시민으로 끌어올리고, ZBrush 2026이 Maxon One 안으로 들어오고, Substance Painter 11이 AI 텍스처를 시험하고, Nuke 16이 USD 라이트와 ML 노드를 추가한다. 한편 Move.AI·Rokoko Vision·Plask·Cascadeur는 마커리스 AI 모캡과 AI 보조 애니메이션을 새 표준으로 만들고, Meshy·Tripo·Trellis·Rodin은 텍스트 한 줄로 게임 자산을 뽑는다. 이 글은 모델링·스컬프팅·텍스처링·리깅·애니메이션·시뮬레이션·렌더링·합성·트래킹·파이프라인까지 — 2026년의 전체 VFX 스택을 한 호흡으로 정리한다.</description>
    <pubDate>Sat, 16 May 2026 00:00:00 GMT</pubDate>
    <author>fjvbn2003@gmail.com (Youngju Kim)</author>
    <category>3d-animation</category><category>vfx</category><category>blender</category><category>houdini</category><category>maya</category><category>cinema-4d</category><category>zbrush</category><category>substance-painter</category><category>nuke</category><category>vfx-pipeline</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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    <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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