Software I'm building
Tools designed to solve real problems — for Blender artists, web developers, Unity creators, and anyone who needs real surface data out of real objects.
Turns an ordinary flatbed scanner into a photometric stereo material scanner. Four scans of the same subject, rotated 90° each time, are enough to recover a normal map, a lighting-free albedo, a height field, and an alpha mask — no camera rig, no light array, no special optics.
Automatically organizes objects into collections based on their position in 3D space. Designed for large, complex scenes — supports manual zones, grid-based World Zones, exclusions, movement tracking, and fallback handling.
A custom editor for creating and preparing 3D scenes to be embedded directly into websites. Specialized tools for building, optimizing, lighting, and customizing WebGL scenes — without needing a separate workflow for each step.
A procedural terrain generation system based on the Marching Cubes algorithm — producing smooth, organic 3D landscapes with natural caves, hills, and terrain transitions. Designed for editable, dynamic environments in games and simulations.