The 3D Handbook
Guide

Making (and reading) an art breakdown

What to put in an art breakdown (beauty shots, wireframes, kit and trim sheets, material steps, budgets and notes), and how AAA artists such as Jared Sobotta and Paweł Kostecki structure theirs.

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An art breakdown is a set of images, and sometimes short videos, that shows how a piece was built and exactly what you made. The beauty shots show what you made; the breakdown shows how, and that you could repeat it on a team.

Blizzard art director Dion Rogers asks artists to "show your process and reference" (Activision Blizzard Newsroom: Land a Job in Video Games with More Portfolio…). Recruiter Jay McDougall likes ArtStation because you can "stack multiple images in each thread", showing angles, the elements you worked on and a description in one post (Skillsearch: Pyxel-Perfect Portfolios #2: Environment Art). For the bigger picture, see portfolios.

#What to include

Not every breakdown needs every item. Pick the ones that prove your role.

Item What it proves Example
Beauty shots Final quality, composition, lighting Kostecki's tomb kit opens with full-resolution in-game renders (ArtStation)
Clay or unlit render Form and modeling without texture help A grey-material pass of the same camera
Wireframe topology, density, how the mesh is split Kostecki pairs a render with a matching wireframe image ("tkb-03-wire") (ArtStation)
Kit sheet That you built a reusable kit Adrien Thierry's Dishonored post includes "All exterior modules" (ArtStation)
Trim or texture sheet trim sheets, texture atlases and reuse Thierry's "Texture sheet" image for the Golden Cat bath house (ArtStation)
Texture flats / maps Base colour values, normals, roughness Sobotta's GIF of height detail being added to a normal map (ArtStation)
Material steps How a procedural material was built Sobotta's Substance Designer layering, step by step (ArtStation)
Before/after What a pass or technique changed A scene before and after set dressing and art passes or decals
Budgets That you can work to limits Triangle counts, texture sizes, texel density
In-game result That it works in production Sobotta ends with "Finally, the in-game outcome" (ArtStation)
Short process notes Your role and decisions Sobotta lists his role: texturing, sculpting rocks, shaders, blend work, UVs (80 Level)
A vertical page layout of an ArtStation-style breakdown post. From top to bottom: a wide beauty shot marked "1 Hero image", two smaller beauty shots, a split image with lit render on the left and wireframe on the right, a kit sheet showing labelled wall, corner, door and floor pieces on a grid, a trim sheet with horizontal strips, a row of four texture map swatches, a text box with credits and budgets, and an orange-outlined final in-game shot.
One way to order a breakdown post: lead with the best image, then move from finished result to the evidence of how it was made, and end on the work in context. Captions on each image say what it shows.Diagram by the handbook author

#How AAA artists do it

Many of the most useful breakdowns come from shipped games. They show the structure clearly, so they are worth studying image by image. More are collected in game art breakdowns: a curated library.

#Jared Sobotta: a material walkthrough

Naughty Dog's Jared Sobotta opens his The Last of Us Part I post with "This gallery is a breakdown of the River rock work I did for The Last of Us: Part 1" (ArtStation: River Rock Breakdown). The order is clear and easy to follow (ArtStation: River Rock Breakdown):

  1. Overview image of the material set, then a video of a shoreline built from two tileable textures and prototype geometry.
  2. Large rock: short clips of the sculpt in ZBrush, the finished sculpt with polygroup edges marking tiling areas, and the ID mask.
  3. Texturing in Substance Designer as GIFs: height added to the normal map, then colour built up layer by layer ("Step 2: I begin to layer in some more of the larger-scale color detail"), finished with a shared crevice dust layer.
  4. A Marmoset re-render of the result.
  5. Small rocks: sculpted rock atlases, scattered with Atlas Scatter nodes from largest to smallest, shown as height, normal and colour.
  6. Blending: small rock as the base layer with the large rock blended in, plus mud, moss, wetness and parallax; then 3D rock meshes, because tessellation can't be used everywhere.
  7. In-game outcome, then a link to the GDC talk he gave with Jonathan Benainous.
The first image of Sobotta's breakdown: the material set at a glance, before any process. Every later image explains one part of it.Jared Sobotta, via ArtStation
The talk Sobotta links at the end of his breakdown; watch it next to the ArtStation post to see how a breakdown and a talk complement each other (YouTube: The Material Art of The Last of Us |…). Watch on YouTube

#Paweł Kostecki: tomb kit breakdown

MachineGames senior environment artist Paweł Kostecki's Indiana Jones and the Great Circle tomb kit post shows a kit used "to assemble all of the tombs" on the Gizeh map (ArtStation: Indiana Jones and the Great Circle - Tomb Kit). Two features of the post are useful to copy:

Compare this wireframe with the lit render before it in the post: you can see where kit pieces meet and how dense each piece is.Paweł Kostecki, via ArtStation

#Adrien Thierry and Vytautas Katarzis: sheets and notes

Adrien Thierry, who was "responsible for the creation of the models and textures of the Golden Cat bath house" on Dishonored, follows his beauty shots with module images and a texture sheet (ArtStation: The Golden Cat). Vytautas Katarzis's Shanghai breakdown for Indiana Jones takes a different approach: most of the information is in the text, which explains his modular, efficient approach for a small team and his narrow reference set (ArtStation: Indiana Jones and The Great Circle - Shanghai…).

#Reading a breakdown

A breakdown is also one of the best ways to learn. When you study one, ask:

  • How is the kit split? Count the pieces and find the variants. See modular kits.
  • What is unique and what is shared? Look for trim sheets, tileable materials and decals doing the work.
  • Where is the detail? Is it in geometry, normal maps or blending?
  • What did this person make? Read the credits and role notes.
  • What would you copy? Note one structural idea for your own next post.

#Further reading and watching

References

  1. Activision Blizzard (with Dion Rogers) · Land a Job in Video Games with More Portfolio Tips from Overwatch 2's Art Director · Activision Blizzard Newsroom, 2023 · article · accessed 2026-10-21
  2. Jay McDougall · Pyxel-Perfect Portfolios #2: Environment Art · Skillsearch, 2023 · article · accessed 2026-10-21
  3. Paweł Kostecki · Indiana Jones and the Great Circle - Tomb Kit · ArtStation · web · accessed 2026-10-21
  4. Adrien Thierry · The Golden Cat · ArtStation · web · accessed 2026-10-21
  5. Jared Sobotta · River Rock Breakdown · ArtStation, 2023 · web · accessed 2026-10-21
  6. 80 Level (featuring Jared Sobotta) · Breakdown: Setting Up River Rock in The Last of Us Part I · 80 Level · article · accessed 2026-10-21
  7. Adobe Substance 3D (Jared Sobotta and Jonathan Benainous) · The Material Art of The Last of Us | Substance Days at GDC 2023 · YouTube, 2023 · talk · accessed 2026-10-21
  8. Sierra Mon · Top 10 Portfolio Tips for Game Artists · ArtStation Magazine, 2019 · article · accessed 2026-10-21
  9. Vytautas Katarzis · Indiana Jones and The Great Circle - Shanghai Environment Breakdowns · ArtStation · web · accessed 2026-10-21
  10. Polycount forum members (Z_G, KatharinaSuhany, poopipe, YF_Sticks, zachagreg, Lewis_kennedy) · Environment Artist Portfolio Tips · Polycount, 2020 · forum · accessed 2026-10-21
  11. Jeremiah Estrellado · My Top 5 Portfolio Tips – Art · Massive Entertainment, 2020 · article · accessed 2026-10-21
  12. Christian "DrCurls" Suero · Portfolio Tips & Advice: Riot Games Internship Study Guide Vol. 3 · Riot Games, 2023 · article · accessed 2026-10-21

Last updated 2026-10-22