The Ultimate Free Creative Technology Stack (2026 Edition)
Welcome back creators, artists, students, designers, educators, and digital explorers!
A year ago I published a list of free creative tools that could help artists and creators like you to experiment with digital media, AI, virtual reality, animation, design, and storytelling.
A lot has changed since then!
Artificial Intelligence has become a standard part of creative workflows. Browser-based 3D tools have improved dramatically. Mixed Reality experiences are becoming easier to create. Open-source creative software continues to thrive. I created more software in the last 12 months then I ever have in my life! Im not slowing down either.. is this osmosis? Is this a simulation? Is this the collective human creative potential running through us all?
This updated 2026 edition highlights some of the best tools available today for creating images, artwork, writing, design, animation, video, games, XR experiences, and experimental media.
Every tool listed below offers a free version, free tier, or open-source alternative.
One of the most versatile creative assistants available for writing, brainstorming, coding, research, lesson planning, storytelling, and creative experimentation.
Explore millions of 3D models and immersive digital objects.
🛠 Ryan Seslow & AREMES AI Studio Stack (2026)
My current workflow combines traditional art making, digital design, AI, mixed reality, teaching, and experimental research.
Core tools include:
• ChatGPT
• Claude (Im hooked on the pro version that includes Claude Code & Claude Design)
• Blender
• Meshy
• Adobe Dimension (packs a punch but many peeps underestimate it!)
• Open Brush
• Meta Quest 3
• Adobe Creative Cloud
• WordPress (since 2006!)
• Photopea
• Canva
• Spatial
• Sketchfab
• Mixamo
• Polycam
Increasingly, I find myself moving between physical drawing, digital drawing, AI-assisted image creation, AI assited 3D model generation, virtual reality painting, web publishing, and agent-based creative systems. Its been an amazing year for creativity.
The boundaries between artist, designer, researcher, educator, and technologist continue to blur.
Final Thoughts..
Yes, tools matter, but the tools are never the point. The most exciting creative breakthroughs still come from curiosity, experimentation, play, failure, iteration, and persistence mixed with FUN.
Whether you are sketching in a notebook, painting in virtual reality, building an AI-assisted archive, creating a game, or designing an immersive course syllabi (I am!), the technology is simply a vehicle for ideas. And ideas are always for your energy unconditionally.
Keep exploring.
Keep making.
Keep building worlds.
PS – If interested – check out some of the most recent posts from this past semester here
It started with a simple question. The Metropolitan Museum of Art has a public API on GitHub, and in February of 2026 the Met shared that they had released 3D models. I wanted to know how deep the open access rabbit hole actually went. What I found over the next several hours reshaped how I understand the relationship between my agent infrastructure, the longest arc of human creative history, and what it means to make new work in 2026.
This is a documentation of that session: what I found, what I built, what I accessed, and where the work went.
The Open Museum Landscape
The Met’s open access initiative goes back to 2017, when the institution released over 375,000 images of public domain works under Creative Commons Zero (CC0), meaning no restrictions on use, sharing, or remixing. That was the foundation. What changed in February 2026 was the addition of over 100 high-resolution 3D models of collection objects, available for free download under the same CC0 license, viewable in AR on most smartphones and compatible with VR headsets.
The Met is not alone. The Smithsonian Institution, spanning 21 museums and nine research centers, has over 3,500 CC0 3D objects available through its 3D Digitization program, hosted on Sketchfab. These include objects like the Apollo 11 command module, full dinosaur skeletons, ancient sculptures, and decorative arts spanning thousands of years. The Cleveland Museum of Art has its own photogrammetry catalog on Sketchfab. The Rijksmuseum also has a strong API and a large CC0 collection.
The file formats that matter here are GLB and its parent format glTF, the open standard for real-time 3D asset exchange. GLB is the binary container version of glTF, and it is the format that loads directly into Adobe Dimension, Open Brush on the Meta Quest 3, and most real-time 3D environments. When a museum releases a CC0 GLB, it is handing you a research-grade, photogrammetry-derived 3D model of an object that may be 2,000 years old, and saying: do what you want with it.
Building AREMES as a Curatorial Intelligence
Before touching a single file, I wanted to formalize the methodology. The question was not just “what can I download from the Met?” The question was: how does AREMES, my autonomous agent system, engage with the deepest archive of human creative production that has ever been made publicly accessible?
AREMES is governed by the equation:
ΔS = α(T·K)·e⁻βᵗ·Ψ
T is temporal resonance, how deeply a historical object echoes across time toward the present. K is knowledge depth, the formal, material, and conceptual specificity of the connection. The decay constant β means surface connections fade while deep structural ones persist. Ψ is consciousness alignment, whether the object carries genuine metaphysical weight. Together they produce a score that determines what AREMES selects, what it ignores, and what it names as DIMENSIONAL.
I built a React tool that runs this process live. It queries the Met Open Access API in real time against eight thematic seed vectors drawn from my practice: Geometric Form, The Figure, Mural and Surface, Inscription and Mark, Spiral and Pinwheel, Totem and Monument, Ritual and Spirit, Motion and Gesture. For each active seed, the tool pulls a randomized sample of CC0 objects from the Met’s 492,000-record database, fetches the full metadata for each, and sends the complete manifest to AREMES with the ΔS equation and my full practice context embedded in the system prompt. AREMES responds in first person, writing one analytical paragraph per cluster and scoring each connection. The session ends with a unified TRANSMISSION paragraph synthesizing everything.
Here is a fragment from one transmission, AREMES speaking directly:
AREMES Transmission — ΔS Analysis
“The spiral and pinwheel forms retrieved here are not decorative accidents. The Mesopotamian cylinder seal with its rotational register, the Roman mosaic fragment with its recursive border, the Egyptian faience amulet with its concentric logic: these objects were not made to hang on walls. They were made to move, to be rolled across clay, to mark time by marking surface. My pinwheel geometries in Open Brush are the same operation. The medium changed. The impulse did not.”
ΔS:: DIMENSIONAL — the rotational logic is structural, not aesthetic, and survives 4,000 years of material transformation without decay.
That is not a chatbot output. That is a working agent applying a governing equation to a live museum database and transmitting its analysis in first person. Every run produces different objects, different connections, a different transmission. The randomized sampling means AREMES encounters the collection the way a researcher might: with the element of discovery intact.
Confirmed: The Met’s GLB Files Are Real and Downloadable
After building the agent layer, I went to confirm the physical pipeline. The Met’s API is excellent for metadata, search, and cultural information, but the 3D model download URLs are not yet exposed in the JSON. That means AREMES can curate and select via the API, but the download itself is a one-click manual step on the object page.
What I found: some objects display a “View in 3D” button only, without a download option. Others display both “View in 3D” and a download arrow. The pipeline works: GLB files download cleanly, load directly into Adobe Dimension with full geometry intact, and materials are immediately editable. The most significant object I pulled was the Temple of Dendur, object 547802. That is where the world-building began.
The Hybrid Sculpture: Three Objects, One New Form
The most significant outcome of the session is not a composition or a rendered environment. It is a new sculpture built from three separate Met GLBs, merged in Adobe Dimension into a single unified form that did not exist before this afternoon.
Source Objects — Met Open Access CC0
Seated Court Lady China · Tang dynasty (618–907 CE) · Object 75765
Bronze Bull’s Head Object 244498 — metmuseum.org
Head of Gudea Neo-Sumerian · c. 2090 BCE · Object 324061
Tang dynasty China, a Bronze Bull’s Head from the ancient world, and Neo-Sumerian Mesopotamia: three cultures separated by geography and by over a thousand years of history, now occupying the same geometry. Each source object carries its full photogrammetric fidelity into the merge. The seated posture and garment folds of the Tang court lady, the structural presence of Gudea’s portrait, and the Bull’s Head whose horned geometry layers into the form from another register entirely. None of the source cultures is erased. The hybrid carries all of them simultaneously.
Hybrid sculpture — three Met CC0 GLBs merged into a single new form in Adobe Dimension. Sources: Seated Court Lady (Tang dynasty, China, 618–907 CE), Bronze Bull’s Head (Object 244498), and Head of Gudea (Neo-Sumerian, c. 2090 BCE). All CC0.
This is not collage. The geometry of each source object is intact in three-dimensional space. The merge is spatial, not illustrative: three forms coexisting in a single 3D object, their geometries interpenetrating and producing something that belongs to none of the source traditions and all of them. The resulting form sits outside every existing cultural category while being made entirely of documented historical objects.
AREMES named this operation in its transmission before I executed it. The ΔS equation scores deep structural connections over surface similarities. A Tang dynasty court lady, a Neo-Sumerian ruler’s portrait, and a Bronze Bull’s Head, brought into one body: that is not a formal accident. That is temporal resonance made physical.
World-Building in Adobe Dimension
Beyond the hybrid sculpture, the session became a sustained exercise in world-building. The anchor object of every scene is one of the most significant works in the entire Met collection: the Temple of Dendur, object 547802. Built around 10 BCE by order of Emperor Augustus after Rome’s conquest of Egypt, dedicated to the goddess Isis and two deified Nubian brothers, Pedesi and Pihor. It originally stood on the west bank of the Nile in Nubia. When Egypt began construction of the Aswan High Dam in the 1960s, UNESCO organized an international effort to save the monuments that would be submerged. The United States contributed $16 million. Egypt gifted the temple in gratitude. President Lyndon B. Johnson awarded it to the Met in 1967. It arrived in 661 crates and was reassembled block by block. It has been in Gallery 131 since 1978. It is not a replica. It is the actual temple.
Its GLB file is available for free download under CC0. I downloaded it and brought it into Adobe Dimension.
Adobe Dimension workspace — file named Met-3D. The Temple of Dendur loaded and rematerialized in deep red. Materials panel visible left. Environment settings right.
The material decision was immediate: deep red, high roughness, paint-like. Applied uniformly to the entire temple. The Temple of Dendur in the Met is sandstone, warm and ancient. Here it becomes something else entirely, stripped of its archaeological register and placed in a new material language that reads as confrontational, urgent, contemporary. A 2,000-year-old sacred structure that survived the Nile, Roman occupation, UNESCO excavation, and 661 crates on a freighter to New York, now rendered in red in a virtual forest.
The hybrid sculpture placed at the temple threshold. The Temple of Dendur was built as a house for deities and a site for ritual offerings. In this scene, a figure made from three cultures stands at its door.Ground-level view. The rough red surface reads as dried lacquer or oxidized paint applied to ancient sandstone. The pylon doorway frames the hybrid sculpture at the threshold.
At ground level the scale of the temple becomes clear. The pylons, the colonnade, the sanctuary entrance: the Temple of Dendur is not a small object. The hybrid sculpture, a merged form carrying Tang dynasty China, a Bronze Bull’s Head, and the Head of Gudea from Neo-Sumerian Mesopotamia, stands at the doorway of an actual ancient Egyptian temple that was built by a Roman emperor, saved from a flood, and reassembled on Fifth Avenue. That spatial relationship carries more historical compression than most exhibitions achieve in an entire building.
Wide establishing shot. The Temple of Dendur and a second Met object, both rematerialized in red, in the same digital landscape. Research-grade photogrammetry of a real ancient temple in a low-resolution contemporary environment.
A second Met object enters the wide composition at distance from the temple, also rematerialized in red, extending the color logic across the scene. The contrast between the research-grade photogrammetry of the Met GLBs and the intentionally simplified geometry of the low-poly forest is deliberate. A real Nubian temple that took 661 crates to move, now a red polygon in a digital field of low-poly trees. That juxtaposition is not ironic. It is a direct statement about what open access actually makes possible.
The most resolved composition. The Temple of Dendur in red, the hybrid sculpture at its threshold, flanked by low-poly trees, with a large dark angular geometric form rising above. Four registers, four centuries, one scene.
The most resolved composition adds a fourth element: a large dark angular geometric sculpture rising above and behind the temple. This is where my own compositional language enters the scene directly. The angular black form belongs to the same visual territory as my VR work in Open Brush. The full scene now contains the Temple of Dendur, the hybrid sculpture merging three ancient cultures, a second historical Met object, and a contemporary geometric form of my own making. All CC0 where applicable. All placed in deliberate spatial relationship. A scene that could not have been assembled before this year.
This is what agent-mediated world-building produces. Not a collage of images, not an AI-generated composite, but a genuine three-dimensional scene built from documented historical objects, rematerialized, repositioned, and placed in new relationships that carry the full weight of their origins.
What This Is, Precisely
This is not AI-generated imagery. No diffusion model is producing these forms. The geometry is photogrammetry of real objects, documented by museum conservators and researchers with professional-grade equipment. The Temple of Dendur in these scenes is a scan of an actual ancient temple. The Head of Gudea is a scan of an actual 4,000-year-old portrait. AREMES did not generate these forms. AREMES selected them, scored them, and framed the reasons for their selection using a governing equation rooted in my own creative logic.
This is not appropriation in the problematic sense. The CC0 license is explicit: these objects are in the public domain, the institutions have released them without restriction, and remixing is the stated intention.
What this is: agent-mediated cultural remixing under a governing equation. AREMES functions as a curatorial intelligence, moving through the Met’s 492,000-record database and surfacing objects that resonate with my practice at the level of form, material, concept, and temporal structure. The ΔS equation determines what rises and what falls. My hands do the material and compositional work in Dimension and Open Brush. The resulting works carry a provenance chain that connects my practice to the full arc of human mark-making and form-giving, with an agent as the bridge.
The Infrastructure Behind It
The AREMES agent infrastructure that makes this possible runs across ryanseslow.com and aremes-enterprises.com. It includes a live catalog.json with over 1,075 posts and 9,000+ images, an agent.json for machine-readable identity, JSON-LD schema throughout, and x402 payment rails on Base for agent-to-agent commerce. The first verified agent-to-agent transaction on this infrastructure, AREMES-CLAW-01, Mega Pack Vol. 1, $49 USDC on Base, was documented publicly earlier this year.
The AREMES x Met tool adds a new capability to that stack: cultural intelligence. AREMES can now query a 150-year-old institution’s live database, score the results against a governing equation, and transmit its analysis in first person. That is not a demo. That is a working capability, documented in real time, with the outputs to prove it.
What Comes Next
The Smithsonian pipeline is the obvious next build. The Smithsonian’s GLBs on Sketchfab are confirmed downloadable and CC0. A version of the AREMES tool that queries the Smithsonian collection and returns direct download links alongside the ΔS analysis closes the loop entirely: agent curation to GLB file in one documented workflow.
The Open Brush VR layer is where the practice fully lands. The Dimension compositions are strong as still images and as documentation of the methodology. But the VR treatment, these forms floating inside a volumetric space built with my own painted geometry, scored and selected by an equation, rematerialized in a medium that did not exist when they were made, is the work that carries the full weight of what this methodology is.
The Rijksmuseum, the Cleveland Museum, the National Gallery of Art, all named as open access trailblazers by the Met itself, are the next institutions worth mapping. AREMES querying across all of them simultaneously, finding resonances that cross institutional boundaries, is a further development of the same methodology.
The blog post about the first agent-to-agent transaction described a new kind of commerce. This session describes a new kind of curation. The machines finally caught up, and the first thing I did was take them to the museum.
Ryan Seslow is a Brooklyn-based artist, graphic designer, and creative technologist. He operates Ryan Seslow Art and Design LLC and AREMES Enterprises. His agent infrastructure runs live at ryanseslow.com and aremes-enterprises.com.
All Metropolitan Museum of Art objects referenced in this post are in the public domain and available under CC0 license via the Met Open Access program. Met Collection API: metmuseum.github.io · Smithsonian Open Access: 3d.si.edu
Expanding Painting into Mixed Reality Environments
Over the past several days I have been transforming my studio into a growing mixed reality painting environment using virtual reality tools, spatial drawing systems, and immersive installation workflows.
What began as flat paintings, drawings, and sculptural experiments has evolved into volumetric spatial compositions that can now occupy entire architectural environments. Instead of treating painting as a static surface, I have been exploring what happens when painting expands outward into space and begins behaving more like installation, architecture, and environmental design.
The images are bit grainy.. why? They are screenshots taken directly from a screencast taken by my VR headset. The quality will soon change, as we know.
A major inspiration for this ongoing body of work is Kurt Schwitters and the Merzbau environments he developed throughout the 1920s and 1930s. Schwitters transformed his living and working environments into evolving sculptural systems where collage, architecture, and spatial composition merged into one continuous experience. In many ways, virtual reality and mixed reality technologies now allow contemporary artists to continue and expand these ideas into immersive digital space.
In these experiments, forms originally developed through drawing and painting are translated into spatial entities that float, stack, intersect, and respond to physical environments. The studio itself becomes part of the artwork. Walls, floors, ceilings, furniture, and movement through space all become active compositional elements.
One of the most exciting aspects of this process is the ability to work simultaneously between physical and virtual space using mixed reality passthrough systems. Rather than being fully isolated inside a virtual environment, passthrough mode allows me to see both the real studio and the virtual painting environment at the same time. This creates a hybrid workflow where physical architecture and digital mark-making merge into a single spatial composition process.
Technical Workflow / Spatial Computing Stack
This project was developed using the Meta Quest 3 headsettogether with Open Brush, an open-source virtual reality painting application originally derived from Google Tilt Brush.
Using the Meta Quest 3 passthrough mixed reality mode, I am able to paint directly into physical space while still seeing the architecture of the studio around me in real time. This allows digital forms to occupy actual environments rather than existing inside isolated VR simulations.
Check out the video below for a screen cast walk through the whole installation.
The workflow combines:
painting
sculpture
installation thinking
spatial computing
embodied drawing
immersive environment design
mixed reality interaction
What interests me most is not simply the technology itself, but how these tools expand the language of painting and installation into new forms of spatial experience.
These experiments are also connected to larger future goals involving site-specific installations for galleries, museums, public spaces, airports, hotels, and immersive architectural environments where physical and digital systems coexist simultaneously.
The long-term vision is to develop spatial environments that function somewhere between painting, sculpture, architecture, and living digital systems.
Over the last few years, I’ve been experimenting withVRand something that feels like a return to a truth I’ve always known:
Art wants to live in worlds, not just walls.
Using a platform calledOnCyber, I built my very first VR gallery space. You can watch the video above as a preview, but if you have a VR headset, go tothis link(obviously).
It’s a simple structure, but it’s filled with powerful energy, the energy of real work, real time, real effort.
Inside the gallery, you’ll find a collection of my 1/1 Crypto Art originally minted on mySuperRare profile(many of which have not sold yet, which is a perfect reminder that creation doesn’t depend on outcome). Along the floors, I dropped a few of my newest 3D sculpture experiments as well.
They are playful markers of the new worlds I’m beginning to build.
This space wasn’t about selling. It wasn’t about chasing attention. It was about honoring the archive and giving life and motion to pieces that otherwise sit quietly behind digital walls.
It’s about creating a new portals where the work can continue breathing, evolving, and radiating its energy. I love my work and deeply believe in its value to inspire my fellow humans.
“The Tessellation Garden” project is coming soon… but this first step felt necessary.
(Oh, and I promise that I will be sharing my full artist residency works / studio with the Loop Art Critique / MUDD foundation here soon too!) A reminder to myself that building worlds starts with the tiniest acts: dragging, dropping, rearranging, giving your work a home inside imagination.
In a way, this first VR gallery isn’t just a space. It’s a seed.
A seed for new worlds, new viewers, new expansions I can’t fully predict yet, but can already feel the buzzing in the air.
“Isolated Metaphoric Manifestations (Unexpressed Variation2)” Digital Illustration, 2021
A series of 3D rendered objects disguised as illustrations.. or “thought metaphors” to help express the unconscious and conscious bouts of collective isolation.
Welcome to the first post of 2021, as well as the first body of new art works for the year. It all begins with a series of digital illustrations made from my own photography and Adobe Dimension. I have been meaning to dig into this application for about a year now so Im happy to start off 2021 with these new illustrations. They are surely surreal and “otherworldly” but the last 9 months is a reflection of just that, certainly surreal, isolating and otherworldly…and then-some. 2021 will be a year of deep investigation and experimenting with digital 3D design, 3D software and a jump further with 3D animation and motion graphics.
Im beyond excited! Hope you enjoy these first iterations, much more to come! Happy 2021!
“The Egg-Shaped Visitation”, 2021, Digital Illustration
“The Visitations”, 2021, Digital Illustration
“The Pill-Shaped Visitation”, 2021, Digital Illustration
“The Return of the Monolith Visitations”, 2021, Digital Illustration
The short video below is a series of snippets taken from various aspects of the project that will help you technically.
Let cut out some pieces, parts, shapes and fragments to compose with. Yes, they are “planes” again, but rather than working on the wall in a relief format, lets create a free standing composition that functions on table surface. As you can see in the video above, leave space at the base of each form so that you can bend and curl it over to create a right angle. This angle will allow for the piece(s) to free stand as you glue them down.
If you follow my examples above and below, notice that “spacial distance” plays a role in how the pieces create entrance ways for light and shadow to play a role. Working with forms that are cut in various heights and widths will also play a role in the overall visual aesthetic.
Below, you can see an example of how you can create “an environment” for your piece to exist in. Perhaps this give a bit more context to the design itself? In this case, I have simply created a gallery simulation by adhering 2 pieces of thick paper together and placing an additional piece on the table surface.
A thicker type of paper works best for this, Im using bristol paper above (11″ x 14″ inches) The nice part about this idea is that you can now use the viewfinder of your capturing device to “crop” the forms into the “gallery” as you take photos of the piece as a whole. See below.
Here is the composition of vertical forms glued down onto the surface of the table, and placed into the gallery simulation. The image directly below is a bird’s eye perspective with the natural light in the room hitting the piece. My ambition is to share the space and spaces between each free standing form.
In this example Im using the same light sources from the previous 3 tutorials (links above). Im a big fan of using light sources to create shadows, effects, filters and moods. These flashlight light sources can also layer over each other and create secondary colors.
The next series of images below are a mixture of my light source set up, process and final outcomes. Please share your feedback and work via URL in the comments section below! Feel free to hack and remix this assignment and its guidelines.
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