The 3D Handbook
Guide

How to use this handbook

The six page types, how to read straight through or jump in, what the boxes and resource cards mean, and suggested paths by level and role.

start-hereguide

You can read this handbook front to back like a course, or open any page and start there. This page explains the page types, the boxes you will meet, and some suggested routes.

#The six page types

Every page has a type, shown under its title. The type tells you what kind of reading to expect.

Type What it is for Typical length Example
Overview A map of one area, with links to everything in it Short ways to build a 3D model
Topic A broad subject explained in depth, with examples and comparisons 900–2500 words the game asset pipeline
Term One key word: definition, why it matters, an example, common mistakes 300–900 words pivot point
Guide A process or how-to you can follow Varies gathering and using reference
Reference Tables and lists you come back to: tools, formats, talks, books Varies 3D file formats
Exercise A practice project with measurable goals Varies exercise: your first game-ready prop

A simple rule: read overviews to find your way, topics to understand, terms to look something up, guides to do something, references to compare, and exercises to practise.

#Two ways to read

The reading route. The sidebar lists every page in order, from welcome to the reference shelf. Each part builds on the one before, so this is the best route if you are new. Part 1 explains what real-time art is, Part 2 surveys the tools, and so on to Part 11's exercises.

Jumping in. Every term is linked the first time it appears in a section. If a word is new to you, follow the link, read the short term page, and come back. Term pages end with related terms, so you can explore sideways without getting lost.

Every term is linked to its own page, the first time it appears in a section. If the handbook grows and a link ever points to a page that is not written yet, that link is dimmed with a dashed underline.

At the bottom of most pages, Further reading and watching is shown as a grid of cards: videos with their thumbnail, ArtStation breakdowns with the artist's cover image, talks, courses, articles and docs. Badges on each card show the level and whether it is free or paid, so you can decide what to open. The thumbnails load from YouTube and ArtStation; you can switch them off with the Hide previews link in the footer.

The Resources page in the top menu collects every video, breakdown, talk, course and document the handbook links to, with search, filters by kind, and the pages that use each one.

#The boxes

Pages use a small set of boxes. Each one has a single job.

Citations appear in brackets at the end of a sentence and name the source, for example (Blender Manual: Bevel Modifier). Hover over one to see the full title, or click it to jump to the numbered source list at the bottom of the page. how this handbook uses sources explains how sources are chosen.

#Suggested paths by level

#Beginner

  1. real-time vs. offline rendering and the game asset pipeline for the big picture.
  2. anatomy of a polygon mesh, then the term pages it links to.
  3. units, scale and axes and pivot point before you export anything.
  4. choosing tools: an overview to pick software.
  5. box modeling, UV mapping and physically based rendering.
  6. Finish with exercise: your first game-ready prop.

#Intermediate

  1. topology, smoothing, hard edges and smoothing groups and the high-to-low workflow.
  2. baking and fixing baking artefacts.
  3. texel density, tileable materials and trim sheets.
  4. modular kits and grids and metrics.
  5. Practise with exercise: a modular room and exercise: a trim sheet.

#Advanced

  1. the mid-poly workflow, weighted (custom) normals and virtualised geometry.
  2. master materials and instances, vertex painting and blending and detail maps and macro variation.
  3. performance and profiling, draw calls and overdraw.
  4. exercise: lighting one scene four ways and portfolios.

#Suggested paths by role

Role names differ between studios; roles in 3D game production explains the common ones.

Level designers care most about space, flow and readability. Read level design and environment art, blockout, layout and flow, wayfinding, landmarks, affordance and grids and metrics. Then level editors and blockout tools and units, scale and axes.

Environment artists build the look of whole spaces. Read modular kits, tileable materials, trim sheets, decals, vertex painting and blending, set dressing and art passes, real-time lighting and composition. Then exercise: a modular room and exercise: lighting one scene four ways.

Prop artists make individual objects. Read the game asset pipeline, hard-surface modeling, the high-to-low workflow, baking, texel density, hero assets, props and filler and polygon and triangle budgets. Then exercise: your first game-ready prop.

#Further reading and watching

Last updated 2026-10-22