TurboSquid Announces StemCell: A Breakthrough in 3D Model Standardization

Kate Voisin 3D Modeling, Company, Industry News, Press Release, Site 6 Comments

New Orleans, Louisiana, February 27, 2017 — TurboSquid, the world’s largest 3D marketplace, announced today a beta release of a major breakthrough in standardizing the creation and usage of 3D models. Together with industry-leading advisors, they’ve developed tools and processes that will allow a 3D model created in one 3D modeling application to “just work” smoothly in others. The project is called StemCell.

The 3D modeling industry is full of content creation tools, and it has long been a vexing problem to get content that is created in one tool to smoothly transfer to another. TurboSquid is promising to finally fix that with StemCell. StemCell allows 3D artists to upload a model created in one format to TuboSquid’s servers, where perfect conversions are automatically generated to several other formats. This includes conversions to and from different modeling packages, renderers, and game engines.

“Ultimately, our goal is to make buying and using a 3D model as painless as using a stock photo,” explained Matt Wisdom, TurboSquid CEO. “The demand for accessible 3D content is growing – we saw major companies like Microsoft and Adobe release new tools this past year aimed at making 3D easier for everyone to use. We are in a unique position to speed that process up by standardizing a huge library of 3D models.”

The 3D tool space has evolved over the years, featuring major players like Autodesk and Maxon, but also newer game engine technology solutions from companies like Epic Games, Unity, and even Amazon with their Lumberyard engine. Frank DeLise, Senior Director of Immersive Experiences Group for Autodesk, had this to say: “We’ve been huge StemCell supporters since TurboSquid first approached us with the idea. Sane 3D standardization that will open up a huge library of PBR-based models to our Max, Maya and Stingray developers? We can’t wait! StemCell models will help Autodesk’s community realize the vision for their next game or VR project that much quicker.”

TurboSquid says they were able to approach this problem a bit differently, since their focus is purely on the content. “We’re app agnostic. We want to have models available for customers regardless of the tool they’re using,” said Wisdom. “The key for us is making sure that the customer experience is smooth. By delivering automated, flawless conversions, customers will feel like they’re getting a model that was modeled directly in the app that they are comfortable using.”

TurboSquid realized early on that current PBR (physically-based rendering) workflows could help them build the formula for StemCell. Their StemCell process focused on applying modern PBR texturing workflow principles to older legacy procedural workflows. “I really like that TurboSquid is tackling this problem,” said Sébastien Deguy, Founder and CEO of Allegorithmic. “Their PBR-based approach to material conversions lines up very nicely with the modern texture workflows that we support and that we’ve seen adopted by tens of thousands of Substance Designer & Painter users worldwide.”

A beta group of TurboSquid artists have begun submitting models built in Max or Maya (with V-Ray) to outputs in Max, Maya, Unreal and Unity. Support for Cinema4D, Blender, Stingray, Lumberyard, Arnold, Mental Ray, and more are coming in 2017.

Learn more about StemCell

Comments 6

  1. StemCell sounds great.

    Another thought to consider is offering, for a nominal fee, 3D files that were not obtained thru TS.

    An example of what I mean is, we receive 3D Revit files, and some Sketchup files, from architects on a pretty regular basis and we 3D subsurface laser engrave their buildings in crystal. We cannot open or use Revit or Sketchup because we normally engrave .stl files and they are usually not able to provide .stl files.

    Every once in a while, the architect will be able to export to .stl, but most of the time they cannot and we have to find someone that can do it for the architect.

    Just a thought!

    THX

    Mike

  2. Great news! I can’t wait. Hopefully a couple of the consumer formats (Daz, Poser) will be included. BTW, “Turbosquid” is misspelled in the second paragraph, third sentence. Keep us posted!

  3. Hi guys

    Atomic 3D is a longtime supporter of Turbosquid, Design Connected and 3D Sky my company Atomic 3D consistently appears in the Chaos Group vray films and are Australia’s top boutique visualisation studio

    Very excited about your new system but I have comments which I hope will help. . . . there is one definitive difference between the other 2 platforms and you – model and rendered thumbnail quality

    Design Connected models are obviously built under one roof ensuring

    1. Premium model quality 10/10
    2. Hierarchical map naming system 10/10
    3. Standardised vray material settings 10/10
    4. Extraordinary model thumbnails 10/10
    5. Website that allows you to save the onscreen thumbnails out 10/10
    6. Price 7/10

    3DSky 9/10
    1. Consistently high model quality 10/10
    2. Extraordinary model thumbnails 10/10
    3. Website that allows you to save the onscreen thumbnails out 10/10
    4. Pretty consistant vray material settings 9/10
    5. No standardised map names 1/10
    6. Price 10/10

    Turbosquid 5/10
    1. No standardised map names 1/10
    2. Inconsistent vray material settings 2/10
    3. Website won’t allow you to save models images out 1/10
    4. Inconsistent renders of models 2/10
    5. Model range 9/10
    6. Price 6/10

    What you need is your new systems servers to also

    1. Convert each models materials to be standardised
    2. Change material names to be standardised
    3. Download this version at a small higher cost at users risk on using the altered vray material settings
    4. Render thumbnails from a standardised scene

    Hope all this assists

    Regards Scott Ballis – Director Atomic 3D

  4. Fantastic initiative, great documentation but it would be great to support Houdini, especially since its excellent integration with both Unity and Unreal Engine and it’s superb asset management.

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