Bibliography
Every source cited anywhere in the handbook — 1336 in total — grouped by kind. Each entry lists the pages that use it. Links were checked on the date shown; web pages change, so check the date when something looks out of step.
Books
- · Drawing Basics and Video Game Art: Classic to Cutting Edge Art Techniques for Winning Game Design · Watson-Guptill (Open Library catalogue record, ISBN 9780823098477), 2012 · book · accessed 2026-10-21Cited on: Books
- · An Architectural Approach to Level Design, Second Edition · A K Peters/CRC Press (Routledge catalogue page), 2019 · book · accessed 2026-10-21Cited on: Books
- · An Architectural Approach to Level Design · Book (Ex Libris catalogue listing, ISBN 9781466585416) · book · accessed 2026-10-21Cited on: Layout and flow
- · The Design of Everyday Things (Revised and Expanded Edition) · Basic Books (Open Library catalogue record, ISBN 9780465050659), 2013 · book · accessed 2026-10-21Cited on: Books
- · Chapter 10. Parallel-Split Shadow Maps on Programmable GPUs · GPU Gems 3 (NVIDIA Developer), 2007 · book · accessed 2026-10-21Cited on: Cascaded shadow maps
- · Architecture: Form, Space, & Order (Fourth edition) · Open Library catalogue record, ISBN 9781118745083, 2015 · book · accessed 2026-10-21Cited on: Books
- · Color and Light: A Guide for the Realist Painter · Andrews McMeel Publishing (Open Library catalogue record, ISBN 9780740797712), 2010 · book · accessed 2026-10-21Cited on: Books
- · The Art of Game Design: A Book of Lenses, Third Edition · A K Peters/CRC Press (Open Library catalogue record, ISBN 9781138632059), 2019 · book · accessed 2026-10-21Cited on: Books
- · The Image of the City · The M.I.T. Press (Open Library catalogue record, ISBN 9780262620017) · book · accessed 2026-10-21Cited on: Books
- · Chapter 24. The Importance of Being Linear · GPU Gems 3 (NVIDIA), 2007 · book · accessed 2026-10-21Cited on: Colour space: sRGB and linear, Mipmaps
- · The Art of the Last of Us Part II HC · Dark Horse Books, 2020 · book · accessed 2026-10-21Cited on: Books
- · Color and Light: A Guide for the Realist Painter by James Gurney · illustrationhistory.org · book · accessed 2026-10-21Cited on: Colour for environments
- · The Art of Pixar: The Complete Colorscripts from 25 Years of Feature Films (Revised and Expanded) · Avid Reader (book listing) · book · accessed 2026-10-21Cited on: Colour scripts
- · Real-Time Rendering, Fourth Edition (book website) · A K Peters/CRC Press · book · accessed 2026-10-21Cited on: Books
- · Game Design Workshop: A Playcentric Approach to Creating Innovative Games, 5th Edition · A K Peters/CRC Press, 2024 · book · accessed 2026-10-21
- · Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Fourth Edition · Taylor & Francis Group (Open Library catalogue record, ISBN 9781138098770), 2018 · book · accessed 2026-10-21Cited on: Books
Papers and academic work
- · The bouba/kiki effect is robust across cultures and writing systems · Philosophical Transactions of the Royal Society B, 377(1841), 2022 · paper · accessed 2026-10-20Cited on: Shape language
- · Analyzing Spatial User Behavior in Computer Games using Geographic Information Systems · Proceedings of the 13th International MindTrek Conference (ACM), 2009 · paper · accessed 2026-10-21Cited on: Telemetry and heatmaps
- · 3D Gaussian Splatting for Real-Time Radiance Field Rendering · ACM Transactions on Graphics 42(4), SIGGRAPH 2023, 2023 · paper · accessed 2026-10-21Cited on: Gaussian splatting
- · Real Shading in Unreal Engine 4 (course notes) · SIGGRAPH 2013 course: Physically Based Shading in Theory and Practice, 2013 · paper · accessed 2026-10-21
- · The cycle of preference: Long-term dynamics of aesthetic appreciation · Acta Psychologica, 134(2), 233–244, 2010 · paper · accessed 2026-10-20Cited on: Shape language
- · Gears of War 4: Creating a Layered Material System for 60fps · SIGGRAPH 2017 Talks, 2017 · paper · accessed 2026-10-21Cited on: Material layers and Substrate, Smart materials
- · Crafting a Next-Gen Material Pipeline for The Order: 1886 · SIGGRAPH 2013 Physically Based Shading course notes, 2013 · paper · accessed 2026-10-21
- · Guided Ecological Simulation For Artistic Editing of Plant Distributions In Natural Scenes · Journal of Computer Graphics Techniques (Disney Research), 2015 · paper · accessed 2026-10-21Cited on: Procedural placement and scattering
- · Illustrative Rendering in Team Fortress 2 · NPAR 2007 / SIGGRAPH 2007 course notes, 2007 · paper · accessed 2026-10-21
- · Illustrative Rendering in Team Fortress 2 · NPAR 2007 (Valve), 2007 · paper · accessed 2026-10-22
- · Catmull-Clark lecture notes (On-Line Geometric Modeling Notes) · UC Davis; hosted by Princeton COS 426, 1996 · paper · accessed 2026-10-20Cited on: Subdivision surface modeling
- · Mipmapping Normal Maps · NVIDIA technical brief, 2004 · paper · accessed 2026-10-21Cited on: Mipmaps, Specular aliasing
- · Humans Prefer Curved Visual Objects · Psychological Science, 17(8), 645–648, 2006 · paper · accessed 2026-10-20Cited on: Shape language
- · Practical Parallax Occlusion Mapping with Approximate Soft Shadows for Detailed Surface Rendering · SIGGRAPH 2006 course: Advanced Real-Time Rendering in 3D Graphics and Games, 2006 · paper · accessed 2026-10-21Cited on: Parallax occlusion mapping
- · Designing for fun: User-testing case studies · Funology 2 (Springer, Human–Computer Interaction Series), 2018 · paper · accessed 2026-10-21Cited on: Telemetry and heatmaps
- · Fast Poisson Disk Sampling in Arbitrary Dimensions · University of British Columbia (author's copy), 2007 · paper · accessed 2026-10-21Cited on: Poisson disk sampling
- · A Scalable and Production Ready Sky and Atmosphere Rendering Technique · Computer Graphics Forum (EGSR 2020), 2020 · paper · accessed 2026-10-21Cited on: Fog and atmosphere
- · Level Design Processes and Challenges: A Cross Section of Game Development · Games and Culture 18(6), SAGE (open access, CC BY 4.0), 2023 · paper · accessed 2026-10-21
- · Designing for player experience: How professional game developers communicate design visions · Journal of Gaming & Virtual Worlds 3(3): 259–275 (Intellect), 2011 · paper · accessed 2026-10-21Cited on: Level design and environment art
- Further Graphics: 5. Subdivision surfaces (lecture slides) · University of Cambridge, Department of Computer Science and Technology, 2017 · paper · accessed 2026-10-20Cited on: Quad
- · Synaesthesia: A Window Into Perception, Thought and Language · Journal of Consciousness Studies, 2001 · paper · accessed 2026-10-20Cited on: Shape language
- · Efficient GPU Rendering of Subdivision Surfaces using Adaptive Quadtrees · ACM SIGGRAPH 2016 Technical Papers (author copy), 2016 · paper · accessed 2026-10-22Cited on: Control cage and limit surface
- · Instant Field-Aligned Meshes · ACM Transactions on Graphics (SIGGRAPH Asia 2015), 2015 · paper · accessed 2026-10-21Cited on: UV, retopology and baking tools
- · Virtualized 3D Gaussians: Flexible Cluster-based Level-of-Detail System for Real-Time Rendering of Composed Scenes · SIGGRAPH Conference Papers 2025 (arXiv), 2025 · paper · accessed 2026-10-20Cited on: Virtualised geometry (Nanite)
Talks
- · GDC 2016: Naughty Dog's Texturing for Uncharted 4 by Rogelio Olguin | Adobe Substance 3D · YouTube, 2016 · talk · accessed 2026-10-21Cited on: Essential talks and videos
- · Engine Postmortem of inFAMOUS: Second Son · GDC Vault (GDC 2014), 2014 · talk · accessed 2026-10-21Cited on: Postmortems worth reading
- · Photogrammetry and Star Wars Battlefront · EA Frostbite, 2016 · talk · accessed 2026-10-21Cited on: De-lighting, Photogrammetry
- · Nubis, Evolved · Guerrilla Games, 2022 · talk · accessed 2026-10-21Cited on: Sky, clouds and volumetrics
- · Optimize your 3D assets for spatial computing · WWDC24 (session 10186), 2024 · talk · accessed 2026-10-21Cited on: Polygon and triangle budgets
- · Large-Scale Global Illumination in Call of Duty · Activision Research, 2021 · talk · accessed 2026-10-21Cited on: Baked vs. dynamic lighting
- · Assassin's Creed IV: Black Flag, GDC 2014 rendering slides · GDC 2014 (slides hosted on bartwronski.com), 2014 · talk · accessed 2026-10-21Cited on: Light probes and reflection probes, Time of day
- · Blowing from the West: Simulating Wind in 'Ghost of Tsushima' · GDC 2021 (GDC Vault), 2021 · talk · accessed 2026-10-21Cited on: Wind and world position offset
- · Nanite: A Deep Dive · SIGGRAPH 2021, Advances in Real-Time Rendering in Games, 2021 · talk · accessed 2026-10-20
- · Lessons from the Core Engine Architecture of Destiny · GDC Vault (GDC 2015), 2015 · talk · accessed 2026-10-21Cited on: Postmortems worth reading
- · Hashed Alpha Testing (GDC 2017) · GDC 2017, Advances in Real-Time Rendering, 2017 · talk · accessed 2026-10-21
- · What Modern Interior Design Teaches Us About Environment Art · GDC Vault (GDC 2014), 2014 · talk · accessed 2026-10-20
- · Level Design Workshop: Invisible Intuition: Blockmesh and Lighting Tips to Guide Players and Set the Mood · GDC Vault (GDC 2018), 2018 · talk · accessed 2026-10-21Cited on: Essential talks and videos
- · 'Marvel's Spider-Man': A Technical Postmortem · GDC Vault (GDC 2019), 2019 · talk · accessed 2026-10-21
- · Advanced Graphics Summit: Procedural Grass in 'Ghost of Tsushima' · GDC 2021, 2021 · talk · accessed 2026-10-21
- · The Casual (but Regal) Swipe: Creating Game Mechanics in 'Reigns' · GDC Vault (GDC 2017, Independent Games Summit), 2017 · talk · accessed 2026-10-21Cited on: Postmortems worth reading
- · Video: Spec Ops: The Line contextualizes violence through story · Game Developer, 2013 · talk · accessed 2026-10-22Cited on: Ludonarrative dissonance
- · The Art of Firewatch · YouTube (GDC) · talk · accessed 2026-10-21Cited on: Colour scripts, Colour for environments
- · Technical Artist Bootcamp (GDC Vault session listing) · GDC Vault · talk · accessed 2026-10-21Cited on: The technical artist
- · Level Design Workshop: Blockmesh and Lighting Tips · YouTube · talk · accessed 2026-10-21Cited on: Essential talks and videos
- · Designing Unforgettable Titanfall Single Player Levels with Action Blocks · YouTube · talk · accessed 2026-10-21Cited on: Essential talks and videos
- · What Modern Interior Design Teaches Us About Environment Art · YouTube · talk · accessed 2026-10-21Cited on: Essential talks and videos
- · Between Tech and Art: The Vegetation of Horizon Zero Dawn · YouTube · talk · accessed 2026-10-21Cited on: Essential talks and videos
- · Maximizing Critique: Improving Communication for Everyone Involved in Critical Feedback · GDC Vault · talk · accessed 2026-10-21Cited on: Communities and critique
- · Development Telemetry in Video Games Projects · GDC Vault (GDC 2010), 2010 · talk · accessed 2026-10-21Cited on: Telemetry and heatmaps
- · Killer Portfolio or Portfolio Killer Part 1: Advice from Industry Artists · GDC Vault (GDC 2019, Game Career Seminar), 2019 · talk · accessed 2026-10-21
- · The Real-time Volumetric Cloudscapes of Horizon Zero Dawn · SIGGRAPH 2015, Advances in Real-Time Rendering (Guerrilla Games site), 2015 · talk · accessed 2026-10-21Cited on: Time of day, Sky, clouds and volumetrics
- · What Happened Here? Environmental Storytelling · GDC Vault (GDC 2010), 2010 · talk · accessed 2026-10-21
- · GPU-based Procedural Placement in Horizon Zero Dawn · Guerrilla Games (GDC 2017 talk page), 2017 · talk · accessed 2026-10-21Cited on: Procedural placement and scattering
- · The Art of Firewatch · GDC Vault (GDC 2015), 2015 · talk · accessed 2026-10-21Cited on: Essential talks and videos
- · Real-Time Samurai Cinema: Lighting, Atmosphere, and Tonemapping in Ghost of Tsushima · SIGGRAPH 2021, Advances in Real-Time Rendering in Games, 2021 · talk · accessed 2026-10-21
- · Stylization with a Purpose: The Illustrative World of Team Fortress 2 · GDC 2008 (slides, Valve), 2008 · talk · accessed 2026-10-21Cited on: Art bibles and style guides
- · Terrain Rendering in 'Far Cry 5' · GDC 2018, 2018 · talk · accessed 2026-10-21Cited on: Essential talks and videos, Terrain and landscapes
- · Fallout 4's Modular Level Design · YouTube (GDC Festival of Gaming), 2016 · talk · accessed 2026-10-21Cited on: Glue pieces, Essential talks and videos
- · Intro to Procedural Modeling: Not Just Another Rock Generator (GDC 2019) · SideFX Houdini on Vimeo, 2019 · talk · accessed 2026-10-21Cited on: Procedural modeling
- · 50 Game Camera Mistakes · YouTube (GDC), 2014 · talk · accessed 2026-10-21Cited on: Cameras, lenses and field of view
- · Adaptive Virtual Texture Rendering in Far Cry 4 · GDC 2015, 2015 · talk · accessed 2026-10-21Cited on: Terrain and landscapes, Virtual texturing
- · Landscape Creation and Rendering in REDengine 3 · GDC 2014 (GDC Vault), 2014 · talk · accessed 2026-10-21Cited on: Heightfield erosion, Terrain layers and splat maps
- · 'Into the Breach' Design Postmortem · GDC Vault (GDC 2019), 2019 · talk · accessed 2026-10-21Cited on: Postmortems worth reading
- · Precomputed lighting in Call Of Duty: Infinite Warfare · Activision Research · talk · accessed 2026-10-21Cited on: Baked vs. dynamic lighting
- · The Rendering Technology of Killzone 2 (GDC 2009) · Guerrilla Games, 2009 · talk · accessed 2026-10-21Cited on: Frame budgets, Texture memory (VRAM)
- · Killzone Shadow Fall Demo Postmortem · Guerrilla Games, 2013 · talk · accessed 2026-10-21Cited on: Polygon and triangle budgets
- · Environment Design as Spatial Cinematography: Theory and Practice · YouTube (GDC), 2019 · talk · accessed 2026-10-21
- · Environment Design as Spatial Cinematography: Theory and Practice · GDC Vault (GDC 2019), 2019 · talk · accessed 2026-10-21
- · The Ultimate Trim: Texturing Techniques of Sunset Overdrive · GDC Vault, 2015 · talk · accessed 2026-10-21
- · Creating the Active Cinematic Experience of Uncharted 2: Among Thieves · GDC Vault (GDC 2010), 2010 · talk · accessed 2026-10-21Cited on: Choreography and scripted sequences
- · GDC 2018: How To Light A Level, slides and transcript · Radiator Design Blog, 2018 · talk · accessed 2026-10-21
- · Thinking Procedurally with Houdini (GDC 2016) · SideFX Houdini on Vimeo, 2016 · talk · accessed 2026-10-21Cited on: Procedural modeling
- · Texturing Uncharted 4: a matter of Substance · GDC Vault, 2016 · talk · accessed 2026-10-21
- · Moving Frostbite to Physically Based Rendering (SIGGRAPH 2014 course slides) · SIGGRAPH 2014 Physically Based Shading course (hosted on Self Shadow), 2014 · talk · accessed 2026-10-21Cited on: Physical light units
- · Combining Environmental Storytelling and Level Design in Baldur's Gate 3 · YouTube · talk · accessed 2026-10-21Cited on: Essential talks and videos
- · Large Scale Terrain Rendering in Call of Duty (Advances in Real-Time Rendering 2023) · SIGGRAPH 2023 Advances in Real-Time Rendering in Games, 2023 · talk · accessed 2026-10-21Cited on: Texture arrays, Texture streaming
- · SIGGRAPH 2013 Course: Physically Based Shading in Theory and Practice · Self Shadow, 2013 · talk · accessed 2026-10-21Cited on: Physically based rendering (PBR)
- · Level Design Workshop: An Approach to Holistic Level Design · GDC 2017 (YouTube, GDC Festival of Gaming), 2017 · talk · accessed 2026-10-21Cited on: Level design and environment art
Videos
- · Baking in Marmoset Toolbag · YouTube, 2026 · video · accessed 2026-10-21Cited on: Baking
- · Correcting baked Normal map with Paint Skew - Marmoset Toolbag 4 · YouTube, 2022 · video · accessed 2026-10-21Cited on: Fixing baking artefacts
- · The Material Art of The Last of Us | Substance Days at GDC 2023 | Adobe Substance 3D · YouTube, 2023 · video · accessed 2026-10-21
- · UE5 Environment Art - Face weighted normals & Edge mesh decals · ArtStation · video · accessed 2026-10-21Cited on: Geodecals
- · Remaking a M24 Stielhandgranate - Full Length · YouTube · video · accessed 2026-10-21
- · How to be productive in Unreal Engine · YouTube · video · accessed 2026-10-21Cited on: Essential talks and videos, Game engines
- · ArtStation Live Event: Building a Games Portfolio for Your Future · ArtStation Magazine, 2021 · video · accessed 2026-10-21
- · Advanced Channel Packing – Shader Graph Basics – Episode 23 · YouTube, 2021 · video · accessed 2026-10-21Cited on: Channel packing (ORM)
- · Advanced Detail Mapping - Shader Graph Basics - Episode 14 · YouTube · video · accessed 2026-10-21Cited on: Detail maps and macro variation
- · Blending Normal Maps - Shader Graph Basics - Episode 12 · YouTube · video · accessed 2026-10-21
- · The Graphics Pipeline - Shader Graph Basics - Episode 2 · YouTube · video · accessed 2026-10-21
- · Triplanar Projection - Shader Graph Basics - Episode 28 · YouTube · video · accessed 2026-10-21Cited on: Triplanar and world-aligned mapping
- · Triplanar Projection Normal Maps - Shader Graph Basics - Episode 30 · YouTube · video · accessed 2026-10-21Cited on: Triplanar and world-aligned mapping
- · The easiest Way to Create Modular 3D Kits Without Stress · YouTube · video · accessed 2026-10-21
- · Intro to Environment Art with Andres Rodriguez · YouTube · video · accessed 2026-10-21
- · Vegetation and Plants for Games With Jared Sobotta · YouTube, 2022 · video · accessed 2026-10-21
- · What is the Weighted Normals modifier used for? · Evermotion, 2024 · video · accessed 2026-10-21Cited on: Weighted (custom) normals
- · How AAA Studios Texture Huge Worlds | The Last of Us & Valorant Trim Sheet Workflows · YouTube, 2026 · video · accessed 2026-10-21
- · Ultimate Guide to Modular Assets | Sony Santa Monica & Naughty Dog Artists Break Down the Workflow · YouTube, 2025 · video · accessed 2026-10-21
- · How I UV Unwrap in Blender for Game Ready Models · YouTube, 2026 · video · accessed 2026-10-21Cited on: UV mapping
- · What Does Good Trim Sheet Planning & Preparation Look Like? (Part 2) · YouTube, 2024 · video · accessed 2026-10-21
- · The Different Types Of Trim Sheets & How They Are Used In Games (Part 1) · YouTube, 2024 · video · accessed 2026-10-21
- · Why Does God of War's 3D Environment Art Looks Like This? · YouTube, 2024 · video · accessed 2026-10-22
- · What Is The Strategy For Creating A High Level Junior Environment Artist Portfolio? · YouTube, 2026 · video · accessed 2026-10-21
- · Why Does Naughty Dog's 3D Environment Art Looks Like This? · YouTube, 2024 · video · accessed 2026-10-21
- · Why Does Hogwarts Legacy Environment Art Look Like This? · YouTube, 2025 · video · accessed 2026-10-21
- · How To Achieve Consistent Texel Density In 3D Environment Art (Simplified) · YouTube · video · accessed 2026-10-21Cited on: Essential talks and videos, Texel density
- · Inside Unreal: Nanite · Epic Developer Community Forums, 2021 · video · accessed 2026-10-20Cited on: Real-time vs. offline rendering
- · Procedural Grass in 'Ghost of Tsushima' · GDC (YouTube), 2021 · video · accessed 2026-10-21Cited on: Wind and world position offset
- · Nanite Tessellation & Displacement – Unreal Engine 5 Tutorial for Beginners (UE 5.4) · YouTube, 2024 · video · accessed 2026-10-21Cited on: Height and displacement maps
- · Getting Started with Sculpting - ZBrush for Beginners Tutorial · YouTube · video · accessed 2026-10-21Cited on: Digital sculpting, Sculpting software
- · What Most ZBrush Sculptors Get Wrong - Mid Frequency · YouTube · video · accessed 2026-10-21Cited on: Primary, secondary and tertiary forms
- · PBR Explained for 3D Artists – Physically Based Rendering · YouTube, 2019 · video · accessed 2026-10-21
- · Making Tileable Textures in ZBrush - Top ZBrush Trick · YouTube · video · accessed 2026-10-21
- · Detailed Texture Blending with Height Lerp & Vertex Painting | Unreal Engine Materials · YouTube · video · accessed 2026-10-21Cited on: Height blending
- · Texel Density Masterclass: For Rendering & Real-time Graphics (Games) · YouTube, 2024 · video · accessed 2026-10-21Cited on: Texel density
- · Your Textures Are Killing Performance, Here's Why · YouTube, 2026 · video · accessed 2026-10-21
- · Beach Cobbles Creation in Zbrush + Substance Designer · YouTube · video · accessed 2026-10-21Cited on: Tileable sculpts
- · How to Make Worlds Feel Lived-In with UE5 Decals [Tutorial] · YouTube · video · accessed 2026-10-21Cited on: Decals
- · DECALmachine 2.0 - Export/Atlas Workflow (preview) · YouTube · video · accessed 2026-10-21Cited on: Mesh decals
- · New UV Packing Features in Blender 3.6 · YouTube, 2023 · video · accessed 2026-10-21Cited on: UV packing and padding
- · Game Tools | Imposter Textures · SideFX, 2017 · video · accessed 2026-10-20Cited on: Level of detail (LOD)
- · How To Setup Vertex Painting In Unreal Engine 5 · YouTube · video · accessed 2026-10-21Cited on: Vertex painting and blending
- · Hard Surface Modeling: Create a Sci-Fi Crate · BlenderNation, 2023 · video · accessed 2026-10-21Cited on: Booleans, Hard-surface modeling
- · Gyms, Zoos, and Museums: Your documentation should be in-game · YouTube · video · accessed 2026-10-21
- · UE4 Height Blended Materials 3-Part Series · Epic Developer Community, 2022 · video · accessed 2026-10-21Cited on: Height blending, Vertex painting and blending
- · UE4 Height Blended Materials - Part 2 · YouTube · video · accessed 2026-10-21Cited on: Height blending
- · The Unreal level I made to work on Bioshock Infinite · YouTube · video · accessed 2026-10-21Cited on: Blockout (greyboxing)
- · 8 Common Problems with Level Layouts / Blockouts · YouTube · video · accessed 2026-10-21
- · Once you go trim sheet, you never go back (an honest workflow) · YouTube · video · accessed 2026-10-21Cited on: Essential talks and videos, Trim sheets
- · Planning & Creating Trim Sheets For Games - Trim Texture Tutorial Part 1 · Polygon Academy (YouTube), 2019 · video · accessed 2026-10-21
- · Trim Texture Tutorial - Environment Art 101 · Polygon Academy (YouTube), 2019 · video · accessed 2026-10-21
- · Intro to Materials: Material Instancing | 08 | v4.0 Tutorial Series | Unreal Engine · YouTube · video · accessed 2026-10-21Cited on: Master materials and instances
- · Nanite | Inside Unreal · YouTube, 2021 · video · accessed 2026-10-21Cited on: Essential talks and videos
- · Unreal Engine 5 Revealed! | Next-Gen Real-Time Demo Running on PlayStation 5 · YouTube · video · accessed 2026-10-21Cited on: Essential talks and videos
Official documentation
- · Output Transforms · ACES Documentation (ACES Central), 2026 · docs · accessed 2026-10-21Cited on: Tonemapping
- · OpenPBR Surface specification, v1.1.1 · Academy Software Foundation, 2026 · docs · accessed 2026-10-21Cited on: Physically based rendering (PBR)
- · Blender <-> Marmoset Toolbag - Baker Bridge (documentation) · Superhive Market · docs · accessed 2026-10-21Cited on: The high-to-low workflow
- · How to bake mesh maps · Substance 3D Painter documentation · docs · accessed 2026-10-21
- · Common parameters (Substance bakers) · Substance 3D Bakers documentation · docs · accessed 2026-10-21
- · Mesh parts bleed between each other · Substance 3D Bakers documentation · docs · accessed 2026-10-21
- · Matching by Name · Substance 3D Bakers documentation · docs · accessed 2026-10-21Cited on: Bake groups and exploded bakes, Baking
- · Ambient Occlusion from Mesh · Substance 3D Bakers documentation · docs · accessed 2026-10-21
- · Seams are visible after baking a normal texture · Substance 3D Bakers documentation · docs · accessed 2026-10-21Cited on: Fixing baking artefacts
- · Normal map has strange colorful gradients · Substance 3D Bakers documentation · docs · accessed 2026-10-21Cited on: Fixing baking artefacts
- · Aliasing on UV seams · Substance 3D Bakers documentation · docs · accessed 2026-10-21
- · Triangulating before baking · Substance 3D Bakers documentation · docs · accessed 2026-10-21
- · What is baking? · Substance 3D Bakers documentation · docs · accessed 2026-10-21Cited on: Baking
- · Thickness Map from Mesh · Substance 3D Bakers documentation · docs · accessed 2026-10-21Cited on: Baking
- · Position Map from Mesh · Substance 3D Bakers documentation · docs · accessed 2026-10-21Cited on: Baking
- · Bent Normals from Mesh · Substance 3D Bakers documentation · docs · accessed 2026-10-21Cited on: Baking
- · Color Map from Mesh · Substance 3D Bakers documentation · docs · accessed 2026-10-21Cited on: Baking, Vertex colours
- · Curvature from Mesh · Substance 3D Bakers documentation · docs · accessed 2026-10-21Cited on: Baking
- · Export settings · Substance 3D Painter documentation · docs · accessed 2026-10-21Cited on: Bit depth and banding, Texture file formats
- · Is dithering applied to baked textures? · Substance 3D bakers documentation · docs · accessed 2026-10-21Cited on: Bit depth and banding
- · Default Output templates (export presets) · Substance 3D Painter documentation · docs · accessed 2026-10-21
- · Delight (AI Powered) · Substance 3D Sampler documentation · docs · accessed 2026-10-21
- · Metal Edge Wear · Substance 3D Painter documentation · docs · accessed 2026-10-21
- · What is the difference between the OpenGL and DirectX normal format? · Substance 3D Bakers documentation · docs · accessed 2026-10-21Cited on: Normal map, Tangent space and MikkTSpace
- · Version 12.1 (release notes) · Substance 3D Painter documentation, 2026 · docs · accessed 2026-10-21Cited on: Physically based rendering (PBR)
- · Image To Material · Substance 3D Sampler documentation · docs · accessed 2026-10-21
- · Multiangle To Material · Substance 3D Sampler documentation · docs · accessed 2026-10-21Cited on: Photo-sourced and scanned materials
- · 3D Capture: Equipment · Substance 3D Sampler documentation · docs · accessed 2026-10-21
- · Substance 3D Designer overview · Substance 3D Designer documentation · docs · accessed 2026-10-21
- · Changing parameters (Substance 3D for Unity) · Substance 3D integrations documentation · docs · accessed 2026-10-21Cited on: Procedural materials (node-based)
- · Smart materials and masks · Substance 3D Painter documentation · docs · accessed 2026-10-21
- · Tangent space (Substance bakers) · Substance 3D Bakers documentation · docs · accessed 2026-10-21Cited on: Tangent space and MikkTSpace
- · Create and use Materials and Smart Materials · Substance 3D Painter documentation · docs · accessed 2026-10-21
- · Supported systems (Substance 3D Painter) · Adobe Experience League, 2026 · docs · accessed 2026-10-21
- · What's included in the Behance Pro plan? · Behance Help, 2026 · docs · accessed 2026-10-22Cited on: Reference, review and presentation tools
- · UV Tiles · Substance 3D Painter documentation · docs · accessed 2026-10-21Cited on: UDIMs, UV mapping
- · Masking and effects · Substance 3D Painter documentation · docs · accessed 2026-10-21Cited on: Unique texturing (texture painting)
- · Anchor Point · Substance 3D Painter documentation · docs · accessed 2026-10-21Cited on: Unique texturing (texture painting)
- · About Meshroom · Meshroom Manual, 2026 · docs · accessed 2026-10-21
- · Amazon Lumberyard (No longer offered) · AWS Documentation, 2026 · docs · accessed 2026-10-21Cited on: Software licensing explained, Game engines
- · How do I showcase a Marmoset scene? · ArtStation Help, 2026 · docs · accessed 2026-10-21Cited on: Reference, review and presentation tools
- · Aircraft Modeling General Principles · Microsoft Flight Simulator 2024 SDK Documentation, 2026 · docs · accessed 2026-10-21Cited on: Polygon and triangle budgets
- · LOD Technical Information · Microsoft Flight Simulator 2024 SDK Documentation, 2026 · docs · accessed 2026-10-21Cited on: Polygon and triangle budgets
- · OBJExportOptions Object · Fusion API documentation · docs · accessed 2026-10-21Cited on: CAD and NURBS modeling for games
- · Settings preferences · Maya 2024 Help, 2024 · docs · accessed 2026-10-20
- · Units Setup Dialog · 3ds Max 2016 Help, 2016 · docs · accessed 2026-10-20
- · Cleanup Options · Maya 2017 Help, 2016 · docs · accessed 2026-10-20
- · Crease polygonal edges and vertices · Maya 2022 Help, 2022 · docs · accessed 2026-10-21Cited on: Edge crease
- · Edit Mesh > Crease Tool · Maya 2012 Help, 2011 · docs · accessed 2026-10-21Cited on: Edge crease
- · Heads Up Display (HUD) Options · Maya 2026 Help, 2025 · docs · accessed 2026-10-20
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- · Environmental Storytelling: Composition and Shape Language with Eddie Bennun · The Gnomon Workshop · course · accessed 2026-10-20
- · Subscription · The Gnomon Workshop · course · accessed 2026-10-22Cited on: Learning platforms and courses
- · Stylized Environment Texturing Tutorial · Gumroad · course · accessed 2026-10-21Cited on: Hand-painted and stylised texturing
- · Character Design with Personality: 4 Core Concepts for Creating Better Characters (course listing) · Class Central (Skillshare course) · course · accessed 2026-10-20Cited on: Shape language
- · Primary Shapes · ArtStation Learning · course · accessed 2026-10-21
- · Learn the "Hand-Painted" texturing style for video games · 3dmotive · course · accessed 2026-10-21Cited on: Hand-painted and stylised texturing
- · Unity Learn · Unity · course · accessed 2026-10-21Cited on: Learning platforms and courses
- · Set up Unity Version Control in the Unity Editor · Unity Learn, 2026 · course · accessed 2026-10-21
Articles and breakdowns
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- · Maxon's Forger Is Now Available for Free · 80 Level, 2021 · article · accessed 2026-10-20Cited on: Sculpting software
- · Quixel Mixer Officially Discontinued · 80 Level, 2026 · article · accessed 2026-10-21Cited on: Texturing and material software
- · Breakdown: Setting Up River Rock in The Last of Us Part I · 80 Level · article · accessed 2026-10-21
- · Interstellar Illusions: 'Greebles' Lend Large Sci-Fi Structures a Sense of Scale · 99% Invisible, 2021 · article · accessed 2026-10-21Cited on: Greebles
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- · Buy Houdini · SideFX, 2026 · web · accessed 2026-10-22Cited on: Modeling software, Vegetation and procedural tools
- · SideFX Labs · SideFX, 2026 · web · accessed 2026-10-20Cited on: Vegetation and procedural tools
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- · Metrics · The Level Design Book · web · accessed 2026-10-21
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- · Blockout · The Level Design Book · web · accessed 2026-10-21Cited on: Blockout (greyboxing), Playtesting spaces
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- · Shape and color psychology · The Level Design Book · web · accessed 2026-10-21
- · Wayfinding · The Level Design Book · web · accessed 2026-10-21
- · Undead Burg (Dark Souls 1) · The Level Design Book · web · accessed 2026-10-21
- · Three point lighting · The Level Design Book · web · accessed 2026-10-21
- · Lighting · The Level Design Book · web · accessed 2026-10-21
- · Playtesting · The Level Design Book · web · accessed 2026-10-21Cited on: Communities and critique, Playtesting spaces
- · Flow · The Level Design Book · web · accessed 2026-10-21Cited on: Critical path, Layout and flow
- · Level Design Portfolio (unfinished page) · The Level Design Book · web · accessed 2026-10-21
- · Storytelling · The Level Design Book · web · accessed 2026-10-21
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- · Composition · The Level Design Book · web · accessed 2026-10-22Cited on: Focal point, Sightlines and vistas
- · Layout · The Level Design Book · web · accessed 2026-10-21Cited on: Layout and flow, Playtesting spaces
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- · D6 lighting · The Level Design Book · web · accessed 2026-10-21Cited on: Leading lines, Light and shadow
- · What is level design · The Level Design Book · web · accessed 2026-10-21
- · Balance · The Level Design Book · web · accessed 2026-10-21Cited on: Prospect and refuge, Sightlines and vistas
- · Worldbuilding · The Level Design Book · web · accessed 2026-10-21Cited on: Worldbuilding for artists
- · The Rookies (home page) · therookies.co · web · accessed 2026-10-21Cited on: Communities and critique
- · What is Shape Language? · waltdisney.org, 2020 · web · accessed 2026-10-20Cited on: Shape language, Silhouette
- · Assassin's Creed Shadows: Foliage · ArtStation, 2024 · web · accessed 2026-10-21
- · Thiago Klafke — 3D Environment Artist · thiagoklafke.com · web · accessed 2026-10-21Cited on: Hand-painted and stylised texturing
- · Baldur's Gate 3 - Glasshouse Modular Set · ArtStation · web · accessed 2026-10-21
- · Modular Dungeon Props (model description) · Sketchfab · web · accessed 2026-10-21Cited on: Texture atlases
- · Star Citizen: Grim Hex - Hangars · ArtStation · web · accessed 2026-10-22Cited on: Greebles
- · TrenchBroom · trenchbroom.github.io, 2026 · web · accessed 2026-10-21
- · SketchUp plans and pricing · sketchup.trimble.com, 2026 · web · accessed 2026-10-20
- · Poly Count for Game Assets - How to Prepare AI 3D Models · Tripo blog · web · accessed 2026-10-20Cited on: Polygon and triangle budgets
- · Tripo pricing · tripo3d.ai, 2026 · web · accessed 2026-10-21Cited on: AI-assisted 3D generation
- · Copyright Office Releases Part 2 of Artificial Intelligence Report (NewsNet Issue 1060) · copyright.gov, 2025 · web · accessed 2026-10-21Cited on: AI-assisted 3D generation
- · Level Artist (f/m/d), Ubisoft Blue Byte · Hitmarker · web · accessed 2026-10-22Cited on: Roles in 3D game production
- · About Udemy · about.udemy.com · web · accessed 2026-10-21Cited on: Learning platforms and courses
- · Asset Store Terms of Service and EULA · unity.com, 2026 · web · accessed 2026-10-21Cited on: Asset libraries and asset licences
- · Plans & Pricing · unity.com, 2026 · web · accessed 2026-10-22
- · Unity Student plan · unity.com, 2026 · web · accessed 2026-10-22
- · A message to our community: Unity is canceling the Runtime Fee · Unity Blog, 2024 · web · accessed 2026-10-20
- · Changes to Unity subscription plans and pricing · unity.com, 2026 · web · accessed 2026-10-20Cited on: Software licensing explained, Game engines
- · SpeedTree Games: Indie modeler license · SpeedTree Store, 2026 · web · accessed 2026-10-22
- · SpeedTree Store: Frequently asked questions · SpeedTree Store, 2026 · web · accessed 2026-10-21
- · Compare plans: Unity Cloud · unity.com, 2026 · web · accessed 2026-10-21
- · Our first-ever e-book for level designers is here · Unity Blog, 2023 · web · accessed 2026-10-21Cited on: Level editors and blockout tools
- · Epic Games Quezon City, Metro Manila presents: Environment Design in Unreal Engine 5 · communities.unrealengine.com (seen in search results) · web · accessed 2026-10-21Cited on: Communities and critique
- · Parallax Occlusion Mapping (legacy community tutorial) · Unreal Community Wiki · web · accessed 2026-10-21Cited on: Parallax occlusion mapping
- · Changes to how Steam handles games that use AI technology (announcement, 9 January 2024) · Steam News, 2024 · web · accessed 2026-10-21Cited on: AI-assisted 3D generation
- · Developer commentary/Half-Life 2: Episode Two · Combine OverWiki · web · accessed 2026-10-21
- · Developer commentary/Half-Life 2 · Combine OverWiki · web · accessed 2026-10-21
- · Yellow paint debate · Wikipedia, 2026 · web · accessed 2026-10-20Cited on: Affordance
- · The Image of the City · Wikipedia, 2026 · web · accessed 2026-10-21
- · Journey (2012 video game) · Wikipedia · web · accessed 2026-10-21Cited on: Colour scripts
- · sRGB · Wikipedia · web · accessed 2026-10-21Cited on: Colour space: sRGB and linear
- · Mirror's Edge · Wikipedia, 2026 · web · accessed 2026-10-21Cited on: Colour for environments
- · Convex hull · Wikipedia · web · accessed 2026-10-21Cited on: Convex hull
- · Retopology · Wikipedia · web · accessed 2026-10-20
- · Exposure value · Wikipedia, 2026 · web · accessed 2026-10-21
- · Field of view in video games · Wikipedia · web · accessed 2026-10-21Cited on: Field of view
- · Silent Hill (video game) · Wikipedia, 2026 · web · accessed 2026-10-21Cited on: Fog and atmosphere
- · Forced perspective · Wikipedia · web · accessed 2026-10-21Cited on: Forced perspective
- · Greeble · Wikipedia · web · accessed 2026-10-21Cited on: Greebles
- · Kitbashing · Wikipedia, 2026 · web · accessed 2026-10-21Cited on: Kitbashing
- · Catmull–Clark subdivision surface · Wikipedia · web · accessed 2026-10-20Cited on: Pole, Subdivision surface modeling
- · Crash Bandicoot (character) · Wikipedia, 2026 · web · accessed 2026-10-21Cited on: Polygon and triangle budgets
- · Sleeping Beauty Castle · Wikipedia, 2026 · web · accessed 2026-10-21Cited on: Scale and proportion
- · Bouba/kiki effect · Wikipedia, 2026 · web · accessed 2026-10-20Cited on: Shape language
- · Three-point lighting · Wikipedia · web · accessed 2026-10-21Cited on: Three-point lighting
- · Open 3D Engine · Wikipedia, 2026 · web · accessed 2026-10-20Cited on: Game engines
- · List of level editors · Wikipedia, 2026 · web · accessed 2026-10-21Cited on: Level editors and blockout tools
- · RealityCapture · Wikipedia, 2026 · web · accessed 2026-10-20Cited on: Photogrammetry and scanning tools
- · ShareX · Wikipedia, 2026 · web · accessed 2026-10-21Cited on: Reference, review and presentation tools
- · SpeedTree · Wikipedia, 2026 · web · accessed 2026-10-21Cited on: Vegetation and procedural tools
- · UV mapping · Wikipedia · web · accessed 2026-10-21Cited on: UV mapping
- · Least squares conformal map · Wikipedia · web · accessed 2026-10-21Cited on: UV mapping
- · Z-fighting · Wikipedia · web · accessed 2026-10-21Cited on: Z-fighting
- · Womp pricing · womp.com, 2026 · web · accessed 2026-10-22Cited on: Modeling software
- · World Machine: Purchase · world-machine.com, 2026 · web · accessed 2026-10-22
- · Instant Terra · wysilab.com, 2026 · web · accessed 2026-10-22Cited on: Vegetation and procedural tools
Forums and community
- · Super ghetto cross polarised photos for albedo reference! · Polycount, 2014 · forum · accessed 2026-10-21Cited on: Cross-polarisation
- · Weighted Normals (Mid Poly) Workflow Clarification? · Polycount forum · forum · accessed 2026-10-21Cited on: The mid-poly workflow, Weighted (custom) normals
- · New FBX importer: Feedback and discussion · Blender Developer Forum, 2025 · forum · accessed 2026-10-20Cited on: 3D file formats
- · Tip: Free Autodesk Educational Licenses for Student and Educators (Access Maya, 3ds Max, and More) · OEGlobal Connect, 2026 · forum · accessed 2026-10-20Cited on: Modeling software, Choosing tools: an overview
- · Problem with Texel Density tool · Autodesk Community, 2019 · forum · accessed 2026-10-21Cited on: Texel density
- · Blender Artists Community (home page) · blenderartists.org · forum · accessed 2026-10-21Cited on: Communities and critique
- · Workflow Regression: Autosmooth 4.1 (#116922) · Blender Projects issue tracker, 2024 · forum · accessed 2026-10-20Cited on: How this handbook uses sources
- · I need c&c for my works · Polycount, 2018 · forum · accessed 2026-10-21
- · Super-handy primer on Edge Poles · CG Cookie, 2023 · forum · accessed 2026-10-20
- N-Gons · CG Cookie forums, 2025 · forum · accessed 2026-10-22
- Tris vs Quads for videogames · CG Cookie forums, 2019 · forum · accessed 2026-10-22
- · How do Steam perpetual licenses work exactly? · Adobe Community, 2025 · forum · accessed 2026-10-21Cited on: Texturing and material software
- · Will the 2027 version of Substance Painter have a perpetual license on Steam? · Adobe Community, 2026 · forum · accessed 2026-10-21Cited on: Texturing and material software
- · I need some advice · Polycount forum, 2023 · forum · accessed 2026-10-21
- · The 'ultimate trim' technique from Sunset Overdrive · Polycount forum, 2015 · forum · accessed 2026-10-21
- · Making sense of hard edges, uvs, normal maps and vertex counts · Polycount forum, 2012 · forum · accessed 2026-10-21
- · Unreal Engine Forums (home page) · forums.unrealengine.com · forum · accessed 2026-10-21Cited on: Communities and critique
- · Benefits of Physically Based Lighting Values vs. Game-Scaled Values in UE5 · Unreal Engine Forums, 2026 · forum · accessed 2026-10-22Cited on: Physical light units
- · Sketchbook: Frank Polygon · Polycount forum, 2020 · forum · accessed 2026-10-21
- · No More Distortions With Floaters - Flattened Floaters (3DS Max) · Polycount forum, 2017 · forum · accessed 2026-10-21Cited on: Floaters
- · Is there a specific way i should be baking floaters in Marmoset? · Polycount forum, 2020 · forum · accessed 2026-10-21Cited on: Floaters
- · There's a thing I dont quite get about weighted normals. · Polycount forum, 2019 · forum · accessed 2026-10-21Cited on: The mid-poly workflow, Weighted (custom) normals
- · LPC vol2 #4 - TRON · Polycount · forum · accessed 2026-10-21
- · Advice for solving various normal map/edge bake artifacts? · Polycount forum, 2020 · forum · accessed 2026-10-21
- · Kinmel Hall UE4 Environment Study · Polycount, 2019 · forum · accessed 2026-10-21
- · Agram 2000 SMG · Polycount, 2015 · forum · accessed 2026-10-21Cited on: Edge wear, Smart materials
- · Polycounts in next gen games thread! · Polycount forum, 2014 · forum · accessed 2026-10-21
- · Implement a new Vertex Normal Modifier (Weighted Normals, Merge, Transfer) · Autodesk Community, 3ds Max Ideas, 2020 · forum · accessed 2026-10-21Cited on: Hard-surface modeling, Weighted (custom) normals
- · Knowledge Base: Understanding Shader Permutations · Epic Developer Community Forums, 2021 · forum · accessed 2026-10-21
- · [Bf-committers] Triangulate modifier · bf-committers mailing list, 2012 · forum · accessed 2026-10-20Cited on: Normals (face and vertex), Triangulation
- · Maya and it's Weighted Vertex Normals · Polycount forum · forum · accessed 2026-10-21
- · FWVN edge wear material function for dynamic procedural texturing · Polycount, 2018 · forum · accessed 2026-10-21Cited on: Edge wear
- · Texture Blending and Indices (discussion #64) · Terrain3D on GitHub, 2023 · forum · accessed 2026-10-21Cited on: Terrain layers and splat maps
- · Baking Normal maps in maya using floating geometry · Polycount forum, 2006 · forum · accessed 2026-10-21Cited on: Floaters, The high-to-low workflow
- · Star Swarm space fighter craft · Polycount, 2018 · forum · accessed 2026-10-21Cited on: Geodecals
- · TUTORIAL: Trim Textures for environment art and props · Polycount, 2019 · forum · accessed 2026-10-21
- · Polycount (forum home page) · polycount.com · forum · accessed 2026-10-21Cited on: Communities and critique
- Vertex Count vs Triangle Count · Polycount forum, 2014 · forum · accessed 2026-10-20
- Official handplane support thread · Polycount forum, 2013 · forum · accessed 2026-10-20Cited on: Normals (face and vertex), Triangulation
- Max to Xnormal bake issue · Polycount forum, 2016 · forum · accessed 2026-10-20Cited on: Quad, Triangulation
- · (UE4) Ultimate Custom Master Material!! · Polycount, 2014 · forum · accessed 2026-10-21Cited on: Master materials and instances
- · [Sculpting Issue] Primary, Secondary and Tertiary Shapes ??? · Polycount, 2023 · forum · accessed 2026-10-21Cited on: Primary, secondary and tertiary forms
- · Interview for Environment Artist · Polycount, 2012 · forum · accessed 2026-10-21Cited on: Interviews and portfolio walk-throughs
- · [WIP][UE4] Emily's house · Polycount, 2016 · forum · accessed 2026-10-21Cited on: Master materials and instances
- · Portfolio Review · Polycount, 2020 · forum · accessed 2026-10-21Cited on: Interviews and portfolio walk-throughs
- · Are these UVs good? · Polycount, 2015 · forum · accessed 2026-10-21
- · Is there a reason NOT to use a metalness workflow in PBR? · Polycount, 2015 · forum · accessed 2026-10-21Cited on: Metallic map, Physically based rendering (PBR)
- · Reducing UV Waste Need Help · Polycount, 2014 · forum · accessed 2026-10-21
- · Baking of multiple high-poly onto multiple low-poly objects using same UV map · Polycount, 2017 · forum · accessed 2026-10-21Cited on: Bake groups and exploded bakes
- · Exploded Mesh or not exploded mesh? · Polycount, 2013 · forum · accessed 2026-10-21
- · Padding! · Polycount, 2017 · forum · accessed 2026-10-21Cited on: UV packing and padding
- · Normal map with weird angle · Polycount, 2010 · forum · accessed 2026-10-21Cited on: Bake cage, Fixing baking artefacts
- · Question: How many trim sheets are commonly used for an environment in games? · Polycount, 2020 · forum · accessed 2026-10-21Cited on: Ways to texture an environment, Tileable materials
- · Can not get the right padding · Polycount, 2012 · forum · accessed 2026-10-21Cited on: UV packing and padding
- · Need Help on Normal map issues! · Polycount, 2015 · forum · accessed 2026-10-20
- · ZBrush Tiling Sculpts · Polycount, 2013 · forum · accessed 2026-10-21Cited on: Tileable sculpts
- · Low Poly Models (PS1 Era) - Guides, Advice, etc.? · Polycount, 2013 · forum · accessed 2026-10-21Cited on: Primary, secondary and tertiary forms
- · Edge padding for game characters · Polycount, 2012 · forum · accessed 2026-10-21Cited on: UV packing and padding
- · Texel Density Standards for AAA First-Person Shooter Games? · Polycount, 2024 · forum · accessed 2026-10-21Cited on: Texel density
- · PBR - AO - Question · Polycount, 2015 · forum · accessed 2026-10-21Cited on: Ambient occlusion
- · Mobile Asset and Optimization. Tips Please · Polycount, 2015 · forum · accessed 2026-10-21Cited on: Bake cage, Fixing baking artefacts
- · Hard edges, uvs, vertex use, normals, etc · Polycount, 2012 · forum · accessed 2026-10-20
- · Hard edges on UV seams for character models? · Polycount, 2014 · forum · accessed 2026-10-20
- · Decal technique from Star Citizen (page 4) · Polycount, 2016 · forum · accessed 2026-10-21Cited on: Mesh decals
- · Decal technique from Star Citizen · Polycount, 2015 · forum · accessed 2026-10-21
- · Creating Trim Sheets 4 Part Tutorial - Polygon Academy (thread) · Polycount, 2019 · forum · accessed 2026-10-21
- · Need opinion on what a good topology is · Polycount, 2020 · forum · accessed 2026-10-20
- · Face Topology [Breakdown Guide] (page 2) · Polycount, 2013 · forum · accessed 2026-10-20
- · Head Topology question? · Polycount, 2019 · forum · accessed 2026-10-20
- · Flintlock Pistol (critique thread) · Polycount, 2014 · forum · accessed 2026-10-21
- · Recommended software for baking normals/ambient occlusion maps? · Polycount, 2018 · forum · accessed 2026-10-21
- · Way early stages of a project, planning out UDK scale metrics · Polycount, 2012 · forum · accessed 2026-10-20
- · Interior wall pivots, center on edge or stick to corner vertex? · Polycount, 2017 · forum · accessed 2026-10-22Cited on: Pivot point (origin)
- · ZBRUSH - All new updates to require Maxon subscription · Polycount, 2022 · forum · accessed 2026-10-20
- · Environment Art Test advice? · Polycount, 2011 · forum · accessed 2026-10-21Cited on: Art tests
- · Building modular interiors question! · Polycount, 2026 · forum · accessed 2026-10-21
- · 3d Portfolio · Polycount, 2017 · forum · accessed 2026-10-21Cited on: Demo reels and flythroughs
- · Art tests for 3d character artists jobs · Polycount, 2019 · forum · accessed 2026-10-21Cited on: Art tests
- · Portfolio with various skills of expertise · Polycount, 2018 · forum · accessed 2026-10-21
- · How long should an Environment Art test take? · Polycount, 2009 · forum · accessed 2026-10-21Cited on: Art tests
- · Asset flipping and using 3d asset from quixel bridge okay for 3d portfolio? · Polycount, 2021 · forum · accessed 2026-10-21Cited on: Asset libraries and asset licences
- · I'm an 3D Real-Time Environment Artist looking for first 3D job. Portfolio & Resume Tips and Advice? · Polycount, 2021 · forum · accessed 2026-10-21
- · Character Art Test Question · Polycount, 2020 · forum · accessed 2026-10-21Cited on: Art tests
- · I guess this is more yes or no type of question · Polycount, Career & Education forum, 2019 · forum · accessed 2026-10-21Cited on: Kitbashing
- · Question about Environment art portfolios · Polycount, 2014 · forum · accessed 2026-10-21Cited on: Asset libraries and asset licences
- · Getting serious with 3D environment art creation · Polycount, 2019 · forum · accessed 2026-10-21Cited on: A 12-month learning roadmap
- · What is the best way of showing my work online? · Polycount, 2017 · forum · accessed 2026-10-21
- · Environment Artist Showreel 2014 · Polycount, 2014 · forum · accessed 2026-10-21Cited on: Demo reels and flythroughs
- · Environment Artist Portfolio Tips · Polycount, 2020 · forum · accessed 2026-10-21
- · Story Time: Payment for Art Test? Is this the norm?! · Polycount, 2018 · forum · accessed 2026-10-21Cited on: Art tests
- · Knald thread (Knald 1.1.2 discussion) · Polycount, 2016 · forum · accessed 2026-10-21
- · manual mip maps? or how to avoid texture bleed in atlas · Polycount, 2015 · forum · accessed 2026-10-21Cited on: Texture atlases
- · Bi/Trilinear filtering with tilable images on a texture atlas · Unity Discussions, 2013 · forum · accessed 2026-10-21Cited on: Texture atlases
- · Discuss face weighted normals · Polycount forum, 2011 · forum · accessed 2026-10-21
- · Starfighter Inc. - Creating Next-gen Spaceships · Polycount, 2017 · forum · accessed 2026-10-21Cited on: Geodecals
- · Marmoset Toolbag 3 - SmartBaker · Polycount forum · forum · accessed 2026-10-21Cited on: The high-to-low workflow
- · Star Citizen...The Gladiator...ART DUMP · Polycount forum · forum · accessed 2026-10-21
- · Poly count for character? · Unity Discussions · forum · accessed 2026-10-20Cited on: Polygon and triangle budgets
- Vertex count and smoothing groups · Unity Discussions, 2021 · forum · accessed 2026-10-20Cited on: Anatomy of a polygon mesh
- · "Bake Axis Conversion" import setting · Unity Discussions, 2020 · forum · accessed 2026-10-20
- · Some artists have built massively deep material hierarchies - One material pretty much to do all FX · Unreal Engine AnswerHub · forum · accessed 2026-10-21Cited on: Master materials and instances
- · Knowledge Base: Taking pictures for photogrammetry · Unreal Engine Forums, 2017 · forum · accessed 2026-10-21Cited on: Photogrammetry, Photogrammetry and scanning tools
- Vertex Count & Light Map Vertex Count · Unreal Engine Forums, 2014 · forum · accessed 2026-10-20
- Why are my mesh normals looking wrong when imorted to unreal engine? · Unreal Engine Forums · forum · accessed 2026-10-20Cited on: Triangulation
- · Wouter Weynants - PCG Geometry Decals · Epic Developer Community Forums, 2025 · forum · accessed 2026-10-21Cited on: Geodecals
- · How do i increase depth buffer precision or improve zfighting issues? · Epic Developer Community Forums, 2017 · forum · accessed 2026-10-21Cited on: Z-fighting
- · ZBrush Live Boolean · ZBrushCentral · forum · accessed 2026-10-21Cited on: Booleans
Tools and vendor pages
- · Substance 3D for Unreal Engine · adobe.com · tool · accessed 2026-10-21Cited on: Procedural materials (node-based)
- · Allusion (GitHub repository) · GitHub, 2026 · tool · accessed 2026-10-21Cited on: Reference, review and presentation tools
- · Gaussian Splatting playground in Unity (README) · GitHub, 2023 · tool · accessed 2026-10-21Cited on: Gaussian splatting
- · Download ArmorPaint · armorpaint.org, 2026 · tool · accessed 2026-10-21
- · ArmorLab · armory3d.org, 2026 · tool · accessed 2026-10-21Cited on: Texturing and material software
- · Autodesk Fusion overview · autodesk.com · tool · accessed 2026-10-20Cited on: Ways to build a 3D model, Modeling software
- · Geo-Scatter · Superhive, 2026 · tool · accessed 2026-10-21Cited on: Modeling software, Vegetation and procedural tools
- · Blockbench: a low-poly 3D model editor · blockbench.net, 2026 · tool · accessed 2026-10-21Cited on: Modeling software
- · Sapling Tree Gen · Blender Extensions, 2026 · tool · accessed 2026-10-21Cited on: Modeling software, Vegetation and procedural tools
- · Fluent 4: Hard Surface Modeling Tool Suite · Superhive, 2026 · tool · accessed 2026-10-21Cited on: Modeling software
- · Terrain3D (README) · GitHub, 2026 · tool · accessed 2026-10-21Cited on: Foliage and vegetation, Terrain and landscapes
- · ephtracy.github.io releases (MagicaVoxel) · GitHub, 2026 · tool · accessed 2026-10-21Cited on: Modeling software
- · Mari · foundry.com · tool · accessed 2026-10-21
- · TexTools for Blender · GitHub, 2026 · tool · accessed 2026-10-21Cited on: UV, retopology and baking tools
- · func_godot_plugin · GitHub, 2026 · tool · accessed 2026-10-21Cited on: Level editors and blockout tools
- · UVPackmaster · Superhive, 2026 · tool · accessed 2026-10-21Cited on: Modeling software, UV, retopology and baking tools
- · UVPackmaster · uvpackmaster.com, 2026 · tool · accessed 2026-10-21Cited on: Modeling software, UV, retopology and baking tools
- · SimpleBake: Simple PBR and Other Baking in Blender · Superhive, 2026 · tool · accessed 2026-10-21Cited on: Modeling software
- · UVLayout · uvlayout.com, 2026 · tool · accessed 2026-10-21Cited on: UV, retopology and baking tools
- · Photopea · photopea.com, 2026 · tool · accessed 2026-10-21Cited on: Texturing and material software
- · Texel Density Checker · Superhive, 2026 · tool · accessed 2026-10-21Cited on: Modeling software
- · huxingyi/dust3d · GitHub, 2026 · tool · accessed 2026-10-21Cited on: Modeling software
- · Dust3D releases · GitHub, 2026 · tool · accessed 2026-10-21Cited on: Modeling software
- · V-HACD: Volumetric Hierarchical Approximate Convex Decomposition · GitHub · tool · accessed 2026-10-21Cited on: Convex decomposition, Convex hull
- · KitBash3D · kitbash3d.com · tool · accessed 2026-10-20Cited on: Ways to build a 3D model
- · Knald · knaldtech.com · tool · accessed 2026-10-21Cited on: Baking
- · DECALmachine · machin3.io · tool · accessed 2026-10-21Cited on: Mesh decals, Modeling software
- · MESHmachine · Superhive, 2026 · tool · accessed 2026-10-22Cited on: Modeling software
- · DECALmachine · Superhive, 2026 · tool · accessed 2026-10-21Cited on: Modeling software
- · Material Maker · materialmaker.org · tool · accessed 2026-10-21Cited on: Procedural materials (node-based)
- · ZBrush · maxon.net · tool · accessed 2026-10-20Cited on: Ways to build a 3D model
- · MoI 3D (Moment of Inspiration) · moi3d.com · tool · accessed 2026-10-20Cited on: Ways to build a 3D model
- · Blender Addon: Texel Density Checker · GitHub · tool · accessed 2026-10-21Cited on: Checker maps, Texel density
- · ScreenToGif · GitHub, 2026 · tool · accessed 2026-10-21Cited on: Reference, review and presentation tools
- · RetopoFlow 4 · Superhive, 2026 · tool · accessed 2026-10-22Cited on: UV, retopology and baking tools
- · 3DCoat · 3dcoat.com · tool · accessed 2026-10-21
- · TopoGun 3 · topogun.com, 2026 · tool · accessed 2026-10-22Cited on: UV, retopology and baking tools
- · Plasticity · plasticity.xyz · tool · accessed 2026-10-20Cited on: Ways to build a 3D model, Modeling software
- · Tree and Grass Library Botaniq: Trees · Superhive, 2026 · tool · accessed 2026-10-21Cited on: Modeling software
- · PureRef · pureref.com · tool · accessed 2026-10-21Cited on: Gathering and using reference, Value
- · Ministry of Flat · quelsolaar.com, 2026 · tool · accessed 2026-10-21Cited on: UV, retopology and baking tools
- · RenderDoc · renderdoc.org, 2026 · tool · accessed 2026-10-21Cited on: Performance and profiling
- · Zen UV · Superhive, 2026 · tool · accessed 2026-10-21Cited on: Modeling software, UV, retopology and baking tools
- · Sprytile · GitHub, 2026 · tool · accessed 2026-10-21Cited on: Level editors and blockout tools
- · SculptGL · stephaneginier.com, 2026 · tool · accessed 2026-10-21Cited on: Sculpting software
- · stephomi/sculptgl · GitHub, 2026 · tool · accessed 2026-10-21Cited on: Sculpting software
- · HardOps 26: Lead · Superhive, 2026 · tool · accessed 2026-10-22Cited on: Modeling software
- · BoxCutter 26: Stiletto · Superhive, 2026 · tool · accessed 2026-10-21Cited on: Modeling software
- · The Grove · thegrove3d.com, 2026 · tool · accessed 2026-10-21Cited on: Modeling software, Vegetation and procedural tools
- · TrimForge — Trim Sheet Workflow (version notes) · Superhive Market · tool · accessed 2026-10-21Cited on: Exercise: a trim sheet, Trim sheets
- · Ucupaint (Blender Extensions) · Blender Extensions, 2026 · tool · accessed 2026-10-21
- · Ultimate Doom Builder · GitHub, 2026 · tool · accessed 2026-10-21Cited on: Level editors and blockout tools
- · wjakob/instant-meshes · GitHub, 2026 · tool · accessed 2026-10-21Cited on: UV, retopology and baking tools
- · Wings 3D · wings3d.com, 2026 · tool · accessed 2026-10-21Cited on: Modeling software
- · World Machine features · world-machine.com, 2026 · tool · accessed 2026-10-21
- · CoACD: Approximate Convex Decomposition for 3D Meshes with Collision-Aware Concavity and Tree Search · GitHub (paper in ACM Transactions on Graphics 41(4), 2022), 2022 · tool · accessed 2026-10-21Cited on: Convex decomposition
- · xNormal · xnormal.net · tool · accessed 2026-10-21Cited on: Baking