Taiki Mitsuishi
Taiki Mitsuishi
@taikimitsuishi.bsky.social
Art Director / Asset Super Visor / Senior Environment Artist
mostly post about my personal-work.
I move in #Ubuntu over Windows because of its poor performance even I have a better than good PC. #b3d with #Linux is really strong! it's faster and smoother! hope #substance and #affinity have Linux ver like houdini and blender.
December 7, 2025 at 10:44 PM
CGWORLD MASTERCLASS ONLINEの1枠を受け持つことになりました。
Substance Designerを中心に添えたマテリアルの組み方や作品作りのフロー、Node Basedとの向き合い方などをお話いたします。

#substancedesigner #substance #substancepainter #b3d
cgworld.jp/special/mast...
CGWORLD MASTER CLASS ONLINE vol.19
スキルアップフェス第19弾! | 今回のテーマは、「テクスチャ&マテリアル」
cgworld.jp
December 1, 2025 at 12:22 PM
Reposted by Taiki Mitsuishi
It's finally here. Zed is available on Windows.

Built from scratch, and rendering at 1 million pixels/millisecond.

Download it today 👇
October 15, 2025 at 4:31 PM
Nothing fancy yet. just proto typing. #Rust and #Bevy are really good for me. I think #DOP and #ECS are much understandable for an artist who uses nodes a lot, Blender and Houdini for examples. I can imagine easily how it works from modular parts. It's like attributes or custom properties!
October 10, 2025 at 12:05 AM
I made own materials and build assets libs in my free time. the greatest thing is that SBSAR, or SBS I could say, is a super lightweight data if building via only nodes in #substancedesigner . most of them are under 1MB commonly.
September 27, 2025 at 5:07 PM
I would love to build "LookDev Ready" textures made by #substancedesigner before mass production stage. This should cut optimization and PBR alignment cost off in the pipeline and avoid burning data cost and schedule. I regularly set it as SV or an assets director.
September 27, 2025 at 5:06 PM
I believe #blender gets more shin in the game field than VFX field. I've been working #houdini - blender pipeline for 6 years in game studios and the result is awfully great! Open APIs and blender ecosystems are powerfully working with many circumstances positively.
September 26, 2025 at 5:58 PM
ちょっとしたTips:
草とかはモデルをパースなしでレンダリング
レンダーパスから板ポリ用のテクスチャを作成してます

Small Tips:
Grass textures are made from an actual mesh rendering. I built each maps from rendering passes with Composite Node.

Models From GrassBlade😀
#blender
August 30, 2025 at 3:30 PM
コンポジットワークフロー
Blender上で行ってますが、後でゲーム側で再現するので再現可能な範囲内でやってます

Compositing process. It's in #blender but I'll rebuild it in a game engine later. So I didn't put any crazy here.

#3DCG #IndieGameDev
August 30, 2025 at 3:19 PM
テクスチャとモデルをブラッシュアップ
ゲーム用の仕様で作成してるので、そのうち持っていきます

Small improvement on textures and models. These are in #blender but also game ready assets. Bring them into a game engine later.

#3DCG #IndieGameDev #MadeWithSubstance #SubstanceDesigner
August 30, 2025 at 2:18 PM
トリムシートの有用性の視覚化
UVワークで頑張る
実は結構昔からあるテクで、気が付いたらTrim Sheetって呼ばれてた

A power of the trim sheet.
Use a trim sheet instead of baking everything.
2 pots have the same texture but different UVs and looks.

#blender3d #b3d #IndieGameDev #3DCG
August 25, 2025 at 2:52 PM
Fake Terrain System via #geometrynodes + custom shader
ゲームに載せるアセット用に作成
結構コントロールしやすい

I made this for a game asset. quit easy to control.

#b3d #blender3d #IndieGameDev
August 18, 2025 at 7:56 AM
#sheder を少し改良
ランダム設定の時に見た目結構変わってますが、Colorは昨日の512 * 512しか使っておりません

A little update.
Change color totally and randomly but only use 1 tex for color from yesterday's post.

vertex color + math + vector + resampling

#b3d #blender3d
August 5, 2025 at 10:07 AM
テクスチャ3枚で表現できる幅を広げてみた
エンジンにもよるけどゲームで再現してもdraw callに負担はかからないはず

These three textures take a control all color via shader.
Trying to make it with less draw call if I brought it in a game engine.

#b3d #blender3d #shader
August 4, 2025 at 12:15 PM
とりあえずBlenderの中にTPSカメラをでっちあげてみた。
コントローラーで動きます。

I put a TPS camera in #blneder3d #b3d anyway.
you can control via a game pad

#omnistep + #geometrynode
August 3, 2025 at 2:13 AM
Omnistep 楽しすぎて止められない!

I can't stop playing with #Omnistep !

Omnistep + #geometrynode

#blender3d #b3d
August 2, 2025 at 6:11 AM
自主制作②
Eeveeを使った作品の背景のレイアウト中。
Omnistepはコントローラーで制御できるから楽しい。

next personal project with #eevee #blender3d #b3d
layouting with #omnistep and a game pad input is just fun!
July 31, 2025 at 5:12 AM
全身合わせて2k6枚(Base ColorとRoughnessを3枚づつ)だけど、shder特性に合わせてテクスチャを作っておけばそれっぽくなる。
下半身は日焼けが少なく、血管も太いから青色多めに下地に乗せておくと生々しくなる。
そんな感じで作りました。
#b3d #blender3d
July 28, 2025 at 1:08 PM
(動画は一応センシティブ)
スキンのテクスチャは大体こんな感じのプロセス。
皮膚の下の色味を乗せてから、肌のレイヤーを乗せるとそれっぽくなりやすい。
今回は寄らないから適当に描いたけど、きちんとつくるなら、赤緑青の血管はちゃんと描いておくと効果的。
July 28, 2025 at 1:08 PM
適当プロセス紹介。
ローモデルにボーン入れてポーズ付け。そのあと形をとってテクスチャ作成。
Blenderはレンダリングが速いから、ライティングを仮入れしてからスカルプトをすると効果的。
#blender3d #b3d
July 28, 2025 at 1:06 PM
サイレントヒルfが楽しみすぎて、影響受けていることが分かる作品つくってしまった。
Blender + Substance Painter

A new art work here!
Inspired by #silenthillf . Most of work made via #blender3d #b3d .
#substancepainter helps making skin textures.

artstation.com/artwork/EzdZre
July 28, 2025 at 1:05 PM
procedural紫陽花ビルダー
多分ほかの花でも使える

Procedural Azisai Builder via #geometrynodes .
It could handle other flowers.

#b3d #blender3d
July 21, 2025 at 9:31 AM
Proceduralで色変えれたら嬉しくないかな?

It might feel so good if I can change the color procedurally, am I right?

#b3d #blender3d #geometrynodes #procedural
July 20, 2025 at 12:29 PM
プロシージャルで紫陽花作れるようにしたり

Generate Azisai procedurally.

#b3d #blender3d #geometrynodes
July 20, 2025 at 7:35 AM
I found my old study model made 15 years ago with #Modo . Maybe do something later via #blender #b3d. Realtime compositing is fun btw.

15年前くらいにModoで作ったデータ出てきた。せっかくなので今度何かしようー
リアルタイムでポスト組めるの楽しい
July 15, 2025 at 4:20 AM