24 Jul 2026 7 min read 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… →
22 May 2026 6 min read 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… →
15 May 2026 7 min read 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. →
8 May 2026 6 min read 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. →
1 May 2026 7 min read 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… →