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.
Where polygon density actually matters in game assets
Covers the difference between silhouette-critical geometry and flat surfaces where triangles cost budget without adding anything visible. Includes comparisons from real-time renders at different LOD stages.
Read articlePacking 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.
Read articlePBR 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.
Read articleBaking 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.
Read articleGetting 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.
Read articleFolder 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.
Read articleOlder 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