Blog
Working notes on generating, cleaning and shipping 3D assets — from the first prompt to the final export.
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Latest 01
Concept art to finished 3D: a modern indie workflow
Twelve enemy designs and three weeks for one artist: the stage-by-stage pipeline that gets a character into the engine in ten hours instead of forty.
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02
Making 3D fast enough for the browser and for AR
A 34 MB GLB takes 14 seconds to appear on a phone. The same model, correctly compressed, takes under one — and the pipeline to get…
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03
The prompt vocabulary that changes the mesh, not just the texture
Half the words in a typical 3D prompt only paint the surface. Here is the vocabulary that actually moves vertices, with the geometric effect of each…
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04
Image-to-3D: how to shoot reference photos that actually reconstruct
Most failed image-to-3D results are photography problems, not model problems. Focal length, four angles and a grey sweep fix about 80% of them.
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05
Building a game-ready asset library without a studio budget
Building a usable prop library without a studio budget: what to generate, what to buy, and how to keep the file sizes sane.
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06
Standard or extended: how 3D asset licensing really works
One question decides which licence you need, and it is not how many projects you have. It is whether anyone downstream can extract the model file.
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07
Unreal 5 and Nanite: do polycounts still matter?
Nanite makes triangle count nearly free to render and expensive to store. Here is what still costs you, with real budgets for generated and scanned assets.
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08
Importing a generated model into Unity: the checklist I actually use
Twelve settings, one texture channel swap, and a scale check. Get these right and a generated asset drops into URP looking the way it did in…
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09
GLB, FBX, OBJ, USDZ: picking the right format for the engine you actually use
The same 38k-triangle model ships at 22.3 MB or 1.8 MB depending on the container. Here is what each format carries, what it drops, and which…
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UV maps: why AI-generated models sometimes need a second pass
The mesh is fine and the texture is fine, but your decal still smears across the cheek guard. Here is what automatic unwrapping gets wrong and…