Merry Christmas 2020
We wish you a Merry Christmas! We wish you a Merry Christmas!! We wish you a Merry Christmas!!! And a Happy New Yeeear!!! 2020 hasn't [...]
Python scripting
Dear Maverick users, We are happy to bring before you our latest addition to the Maverick arsenal: support for Python scripting. Note that this post [...]
Rhino-to-Maverick Bridge Plug-In
Finally, our brand new Rhino-to-Maverick Bridge Plug-In is here! Being McNeel Rhinoceros such a prevalent source modeling app in the Maverick userbase we decided to [...]
Render sets… UPGRADED!
Dear Maverick users, We are pleased to bring before you some hot improvements we have been working on for our render sets feature: - Ability [...]
Maverick Benchmark
Dear Maverick users, and more broadly, dear Nvidia GPU users worldwide, We are proud to introduce our new Maverick-based benchmarking tool: Maverick Benchmark. What is [...]
Render Sets and .PSD support
Dear users, We just released our most recent build of Maverick Studio and Indie a few minutes ago. As the mailing that you should have [...]
New IPR and Render panel
Dear Maverick users, we spent the second half of the summer working hard on the product improvements that we are happy to bring before you [...]
Support for Substance SBSAR
https://youtu.be/eX3RzvQtYb4 Introduction Dear Maverick users, we are extremely happy to announce a new release of Maverick Studio and Indie with native support for Substance SBSAR [...]
Material displacement
Dear Maverick users, We have just released a new upgrade for Maverick Studio and Maverick Indie that gives an answer to a couple of highly [...]
New sample scenes
The latest release of Maverick (Studio & Indie) installs a new set of eye-candy sample scenes. These are a great display of some of the [...]
Batch Rendering with RenderWarrior
Dear Mavericks, Many of you have asked our support team for instructions on how to do Batch Rendering in Maverick. We have addressed this subject [...]
Surface Mode (Move Tool)
In our latest release we have improved the Move Tool, which is a fundamental instrument to set up scenes. On the one hand, we have [...]
UV editing in Maverick
Dear Maverick users, We are extremely happy to announce what we believe is the major step forward that Maverick Studio/Indie have taken since their first [...]
New procedural maps
Hello again, Mavericks, The storm of new UV-related features in the latest release doesn't come alone. We have upgraded our Content Library so it makes [...]
Improved noise distribution
This post is quite a technical one, but we couldn't help ourselves. We have reviewed and improved the Random Number Generation system in Maverick, which [...]
Masks for compositing
Dear Mavericks, We hope that you are all safe and well. We will continue our mini-series of blog posts about compositing in Maverick, with this [...]
Shadow Catcher
Dear Mavericks, First of all, we wish you the best in this very hard times, where we must all act responsibly to protect ourselves, our [...]
Displacement from ZBrush
Hello again, Mavericks! Another improvement we incorporated in our most recent release is better support for 32-bit floating point displacement: Now Maverick (both Studio and [...]
Displacement autobump
A very powerful feature in Maverick is displacement autobump. Autobump was introduced when Indie was released some months ago, but was improved in our most [...]
Help me choose: Studio or Indie?
Probably the most frequently asked question at support is "What are the differences between Studio and Indie?". We are planning on an upgrade of our [...]
Gradient lights
Dear Mavericks, Today we are releasing our latest release. This one has taken a bit longer than usual because of the huge amount of new [...]
New importer for Sketchfab models
Sketchfab is a very hot platform where 3D creators can showcase their artwork, people can buy/sell 3D models, and embed 3D content anywhere on the [...]
Stronger scene importers
Happy New 2020 everyone!!! We wish to kickstart this year with an important upgrade to Maverick Studio and Indie. Our products are stand-alone applications, and [...]
Better connection with ZBrush
Our importer for models created in ZBrush now supports two different workflows: Multi-map export, where the model is made of parts, each with its own [...]
More robust connection with Substance Painter
We have made some fixes to our Substance Painter importer, based on user reports. For example: our old .obj/.json importer had some issues with name [...]
Lens Effects
We have just released a new build today, and it is probably the most heavily feature-charged upgrade we've made in the past months. We will [...]