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BrekDovnus
3D modeling workflow showing detailed game asset creation in progress
BrekDovnus — Article Archive

Every article
we've written.

Collected here are the pieces that didn't fit neatly into a course — notes on topology decisions, render pipeline tradeoffs, and the kind of workflow details that only come up when you're deep in a project.

What's in here

Short reads, long reads, reference pieces. Sorted by what they're actually about, not by when they were posted.

38 Articles
total
6 Topic
areas
2015 Publishing
since
02
UV & Texturing

Packing UVs for atlases without the guesswork

Straightforward notes on texel density, seam placement, and what actually breaks when you ignore padding between UV islands in a shared atlas.

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03
Materials

PBR material setup that holds up under different lighting

Roughness and metalness values that look fine in one scene can fall apart completely in another. Explains the calibration approach used in production pipelines.

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04
Normal Maps

Baking normals from high-poly — the parts that go wrong

Cage setup, ray distance, and why floating geometry causes problems that are easy to miss until you see the final render. Includes Marmoset and Blender bake comparison.

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05
Engine Integration

Getting assets from Blender into Unreal without surprises

Scale, axis orientation, smoothing groups — three things that consistently cause friction on import. Short checklist format with explanations for each point.

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06
Workflow

Folder structure and naming that makes handoffs less painful

Not glamorous, but the kind of thing that saves time when you're handing assets to a technical artist or returning to a project after six months away.

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Older pieces are still available — the full list goes back to the early days of the platform. Some of the software-specific details are dated, but the underlying reasoning holds.

Full archive