Carrot Revolt / INTERACTIVE STUDIES

Learn by
changing things.

Small interactive labs to explore what happens when you change a material, a texture, a connection or a line of code. Open one, experiment, and see what you learn.

Explore the areas

LEARNING AREAS

Choose an area

Explore a tool or a subject. Each area has its own labs, and the collection can grow with new specialties.

3D SOFTWARE · 14 LABS

Blender

Start with the interface, then follow a 3D production from modeling to animation. These labs use Blender tools and Blender-style workspaces.

00

Blender basics

The first hours in Blender: move around a scene, move objects, then edit a mesh.

2 labs
20 / BLENDER BASICS AVAILABLE

Viewport Lab

Your first hour in Blender's 3D Viewport: orbit, pan and zoom, frame objects, use the axis views and Auto Perspective, select with click, Shift, B and A, and move, rotate and scale with G, R and S, axis constraints, typed values, cancel and undo.

Navigation · selection · G R S · exact valuesOpen lab
21 / BLENDER BASICS AVAILABLE

Edit Mode Lab

Press Tab and edit the mesh: vertex, edge and face select modes, X-ray, edge loops, moving parts of a mesh, Extrude, Inset, Loop Cut and Bevel, cleaning a broken mesh with Merge by Distance, Delete and Dissolve, and a stool as the final challenge.

Select modes · extrude · loop cut · clean meshOpen lab
01

Modeling & UVs

Build clean meshes and unfold them for textures.

2 labs
11 / MODELING AVAILABLE

Topology Lab

A Blender-style Edit Mode on small meshes: fix n-gons and triangles, find poles, keep shapes under Subdivision Surface with holding edges and creases, put edge loops where an elbow bends, and build a clean retopology cage on a sculpt.

Quads · subdivision · edge loops · retopologyOpen lab
02 / UV MAPPING AVAILABLE

UV Unwrap Lab

Work in a Blender-style UV Editing workspace: select edges, press U to Mark Seam and Unwrap, and find the same face in the 3D Viewport and the UV map.

Seams · UV islands · Blender conceptsOpen lab
02

Materials & texturing

How a surface reacts to light, how the detail of a sculpt becomes images, and how one texture can dress a whole set.

5 labs
01 / 3D MATERIALS AVAILABLE

Material Lab

Build PBR materials in a Blender-style Shader Editor with the full Principled BSDF: roughness, metal, colour spaces and masks, bump and real displacement, emission and Glare, glass in EEVEE and Cycles, coat, sheen, subsurface, thin film and brushed metal. Seven stages and a free Studio with presets.

Principled BSDF · EEVEE and Cycles · displacementOpen lab
09 / TEXTURING AVAILABLE

Baking Lab

Bake a high poly crate into a normal map, ambient occlusion and colour for a 12-triangle cube: watch the rays, fix Extrusion, Cage and overlapping UVs, read the colours of tangent space and take the maps to a game engine. Then bake it again in a Substance Painter-style Baking window.

Selected to Active · cage · tangent space · Substance PainterOpen lab
12 / TEXTURING AVAILABLE

Trim Sheet Lab

Understand trim sheets with a medieval wood and stone sheet: read its strips, plan one by texel density and padding, put UV islands on the strips with G, S and R in a Blender-style UV Editor, round edges with a bevel strip and Weighted Normal, and texture many props with one material.

UV Editor · texel density · Follow Active QuadsOpen lab
22 / TEXTURING AVAILABLE

Tileable Texture Lab

Use tileable textures in Blender with Repeat and the Mapping node, lay out UVs for them (outside 0–1, same size, round the corner), make one from a photo in a Photoshop-style workspace (crop, even light, Offset, Clone Stamp, Healing Brush, Pattern Preview), keep PBR maps tiling and aligned, project with Box and break the repetition.

Photoshop Offset · UVs · Box projectionOpen lab
16 / TEXTURING AVAILABLE

Texel Density Lab

Understand texel density, pixels of texture per metre: see it with a checker map, compute it in px/m, make every prop equally sharp with S, Average Islands Scale, Pack Islands and Set TD, choose the target from the camera and the texture budget, and give hero areas more on purpose.

Checker map · px/m · Set TD · memoryOpen lab
03

Light & camera

Light the scene, then photograph it like a camera would.

2 labs
10 / LIGHTING AVAILABLE

Lighting Lab

Light a plaster bust with Point, Sun, Spot and Area lights, a bounce card and HDRIs. Measure it with a light meter: inverse square law, hard and soft light, three-point and portrait setups, colour temperature, Exposure, AgX and False Color.

Light types · ratios · HDRI · colour managementOpen lab
08 / PHOTOGRAPHY AVAILABLE

Photo Lab

A DSLR cut in half next to the photo it takes: the exposure triangle, depth of field, motion blur and noise, focal length and sensor size, and the same ideas in Blender's camera.

Exposure · depth of field · focal length · Blender cameraOpen lab
04

Rigging & animation

Bones, weights and controls, and then the movement.

3 labs
06 / RIGGING AVAILABLE

Skin Weights Lab

Paint vertex weights in a Blender-style Weight Paint workspace, bend the bones to test them and fix the elbow, the zero weights and the symmetry. Finish with a game-ready checklist.

Weight Paint · Auto Normalize · Mirror · Limit TotalOpen lab
07 / RIGGING AVAILABLE

Rig Lab

Pose an armature in a Blender-style Pose Mode: FK rotations along an arm, then an IK constraint with a pole target on a leg, Chain Length, Pole Angle and an IK/FK Influence switch.

Pose Mode · FK · IK · pole targetOpen lab
04 / ANIMATION AVAILABLE

Animation Lab

Animate a rigged bouncing ball in 3D with a Blender-style Graph Editor and Timeline: timing and spacing, squash and stretch with the rig's two controls, weight shaped with F-curve handles, and a Rotation control to make it roll as it travels.

Keyframes · F-curves · animation principlesOpen lab

3D SOFTWARE · 2 LABS

3ds Max

Explore animation principles, then practice the Time Slider, Curve Editor and Dope Sheet.

3DS MAX / ANIMATION AVAILABLE

Animation Lab

Animate a bouncing ball through four stages: timing, squash and stretch, weight and rotation. Work with helpers, Auto Key, Set Keys, the Track Bar and Track View – Curve Editor in a 3ds Max 2027 workspace.

Keys · tangents · animation principlesOpen lab
3DS MAX / TRACK VIEW AVAILABLE

Track View Lab

Practice keyframes, timing, tangents and animation tracks in a workspace laid out like 3ds Max 2027, with its hotkeys. Move and copy keys, compare tangent types, and make cycles and loops.

Timeline · curves · Dope SheetOpen lab

GAME DEVELOPMENT · 2 LABS

Game engines

Optimize 3D assets and light real-time scenes in Unity.

17 / OPTIMIZATION AVAILABLE

LOD & Mipmaps Lab

Understand levels of detail: watch a LOD Group switch as a rock gets smaller on screen, set its thresholds from the error in pixels, make the LODs with Decimate, stop a floor from shimmering with mipmaps and filtering, and fit a field of rocks in a triangle budget.

LOD Group · Decimate · mipmaps · budgetOpen lab
19 / GAME ENGINES AVAILABLE

Lightmap Lab

Bake light for Unity 6 (URP): make a second UV map with a margin in Blender, export the FBX with the right settings, set Lightmap Resolution, Scale In Lightmap, bounces and the denoiser, choose Baked or Mixed lights and static objects, and light moving objects with Light Probes, Adaptive Probe Volumes and a Reflection Probe.

UV2 · FBX · Progressive Lightmapper · probesOpen lab

GAME DEVELOPMENT · 2 LABS

Programming

C# for Unity: from the first loop to objects and an Update loop.

03 / PROGRAMMING · C# AVAILABLE

Code Lab

Program a drone in C# that builds voxel sculptures. Run it line by line and watch variables, loops and conditions change the world.

Variables · loops · if/else · ready for UnityOpen lab
05 / PROGRAMMING · C# 02 AVAILABLE

Code Lab 02

Classes, objects and references with a heap you can see, lists, Vector3 structs and a Unity-like Update loop: from a drone's blueprints to bouncing balls simulated in code.

Objects · null · List · Vector3 · Update · inheritanceOpen lab

IMAGE & VIDEO · 1 LAB

Video

Color correction and grading in a DaVinci Resolve-style workspace.

18 / VIDEO AVAILABLE

Color Grading Lab

Grade video in a DaVinci Resolve-style Color page: read the Waveform, Parade and Vectorscope, set blacks, whites and white balance with Lift, Gamma and Gain, build a look with serial nodes, a LUT and Curves, key the sky with a Qualifier, light a face with a Power Window and match two cameras.

Scopes · color wheels · nodes · matchingOpen lab

SCENOGRAPHY · 2 LABS

Stage & scenography

The theatre as a machine: where the scenery waits, how it flies and what the audience must never see.

13 / STAGECRAFT AVAILABLE

Stage House Lab

An opera house stage cut in half, after the Teatro Real: find the parts of the stage house, balance a counterweight, share loads between bars, move platforms and wagons, mask the wings and the lights from the worst seats and plan a scene change.

Fly tower · platforms · sightlines · scene changeOpen lab
15 / STAGE LIGHTING AVAILABLE

Stage Lighting Lab

A small stage and a lighting rig driven like Lightkey: profiles, Fresnels, PCs, LED PARs and a moving head, DMX channels and values, patch and DIP switches, a face lit in lux with key, fill and backlight, colour mixing, pan and tilt, and a cue list with fades and GO.

Fixtures · DMX · patch · lux · cuesOpen lab

VISUAL DESIGN · 1 LAB

Graphic design

Colour and type for screens and print: what makes a page readable for everybody.

14 / GRAPHIC DESIGN AVAILABLE

Color & Type Lab

Design a festival website in a Figma-style editor: mix colours in HSL, pass WCAG contrast, check colour-blind vision, bring colours into the CMYK gamut and set rich black, learn the anatomy of type and readable text, then build a type scale, colour styles and a dark mode.

HSL · contrast · CMYK · type scale · tokensOpen lab
A SIMPLE LOOP
01 Open a lab
02 Change something
03 Observe the result