Step-by-step guides to master every tool in the aukimi suite.
Block out a rock in Sculpt with the core brushes, then hand it to the rest of the 3D pipeline. No prior sculpting experience needed.
Turn a dense sculpt into a light, quad-based mesh that a game engine can actually run, using AutoRetopo and manual cleanup.
Bake surface detail from the high-poly, then build a PBR material with fill layers, smart materials and generated masks.
Set up HDRI environment lighting, add shaping lights, and produce a clean presentation image of a textured asset.
Import your textured asset into a scene, give it physics components, test it in Play mode, and send it back for edits without leaving the app.
A program can build a hundred objects and show none of them in the Scene Graph. Naming is the act that makes one appear, and it works on sprites, text, 3D objects, lights and particles.
API references, configuration guides, and plugin development docs.