Independent Unity Publisher

RealBlend Gameworks

Artist-friendly mesh painting and creation workflows for production-focused teams.

We build Unity editor tools that help environment artists paint, sculpt, and finalize assets directly in-engine. The goal is fast iteration, clear data ownership, and clean baked output ready for runtime.

About

Publisher Profile

RealBlend Gameworks develops Unity-first editor tooling focused on environment production. Our products prioritize intuitive artist controls, robust data persistence, and workflows that reduce dependency on external DCC tools for common mesh and material authoring tasks.

First Asset Now Available: RealBlend - Mesh Painting & Creation, a vertex color painting and sculpting toolkit with bake-to-asset finalization.

Core Strengths

  • Unity editor workflow design for technical artists and environment teams.
  • Vertex color blending systems (RGBA channel-driven material logic).
  • Sculpt and topology operations integrated with reversible storage.
  • Bake-to-asset pipelines that remove editor-only runtime dependencies.

Featured Asset

RealBlend - Mesh Painting & Creation

A Unity editor toolkit for painting layered materials, sculpting mesh detail, and generating paint-ready geometry. It combines texture blending, topology editing, and data-safe baking into one workflow.

RealBlend Vertex Painter branding image showing brush-based surface painting workflow in Unity

Work Samples

Real in-editor examples from RealBlend tooling. Scene and props shown in samples are not included in the asset package.

Unity editor screenshot of RealBlend painting workflow with active paint tab and brush controls
Paint Meshes Layer painting, palette control, procedural dirt/grime, and brush settings inside Unity.
Unity editor screenshot of RealBlend sculpt workflow with pull, push, smooth, and topology controls
Sculpt Meshes Sculpting and topology management with revert and normal recalculation controls.
RealBlend Vertex Painter promotional sample image with brush painting effect
Vertex Painter Overview High-level look at the tool direction and painted material blending output.

Vertex Channel Model (RGBA)

Background
Base/Rock layer visible where no blend channels are painted.
Green (G)
Primary blend layer, typically moss or grass overlays.
Blue (B)
Secondary blend layer, often used for dirt paths and breakup.
Alpha (A)
Wetness control driving darkening, porosity response, and puddle behavior.
Red (R)
Variation mask that blends between Set A and Set B property groups.

Paint Tab Workflow

Layer painting with opacity, hardness, alpha brush stamps, rotation controls, flood fill, and procedural noise for grime and edge wear.

Persistence and Baking

Automatic VertexPaintStorage caching protects painted color data and original mesh data, with bake-to-asset finalization for permanent, runtime-efficient output.

Sculpt Tools

Move, Push, Smooth, Revert Pose, Refine (triangle split), and Remove operations let artists iterate form and detail directly in Unity.

Topology Controls

Revert topology while attempting paint projection and recalculate normals after heavy edits for cleaner lighting response.

Creation Tab

Generate floors, walls, and curved walls with adjustable density and pivot behavior to produce paint-ready meshes without external modeling tools.

Shader Integration

Includes PolybrushMixer.cginc with height-aware blending, material variation control, and wetness logic that responds to painted alpha data.

Contact

Publisher Contact

Get in Touch

Use the form or email directly for support, licensing, or collaboration questions.

adamnapper007@gmail.com

Typical response window: 1-2 business days.