Pipeline
How assets move from generation through cleanup, optimisation and export.
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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
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…
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03
Retopology without the pain: when to remesh and when to leave it
Decimation, remeshing and retopology are three different operations with three different costs. Picking the wrong one is why your UVs came back as confetti.
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04
Polycount budgets that hold up on mobile, PC and console
Per-frame and per-asset triangle numbers that actually ship, plus the reasons draw calls and tiny triangles will cost you more than polycount ever does.
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05
Triangles or quads: choosing topology that survives your pipeline
Your GPU has never drawn a quad. Here is why quads still matter, when triangles are the right answer, and the triangulation bug that wrecks normal…