workflow
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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
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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03
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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04
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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05
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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06
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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07
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…
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08
PBR materials, demystified: base color, metallic, roughness, normal
What each PBR map physically represents, the color-space and green-channel mistakes that ruin imports, and how much texture memory you are really spending.