Resources
Every video, breakdown, talk, course, article and document the handbook points to (1367 in all), with previews, so you can pick what to watch or read next. Each card lists the pages that use it.
Hugh Chew: Your Textures Are Killing Performance, Here's Why
places channel packing (from 13:29) among the other texture costs: VRAM, compression, sampling, draw calls and streaming. Beginner, free.
Environment Design as Spatial Cinematography: Theory and Practice
Film language (shots, editing, screen composition) applied to environments the player explores; examples from GTA Online DLC.
The Material Art of The Last of Us | Substance Days at GDC 2023 | Adobe Substance 3D
The talk Jared Sobotta links from his brick breakdown; watch it alongside the Tommy's Dam example above.
Ultimate Guide to Modular Assets | Sony Santa Monica & Naughty Dog Artists Break Down the Workflow
Jon Arellano of Santa Monica Studio builds kit pieces in Maya (from 02:26), then Jacob Norris, formerly of Naughty Dog, assembles them in Unreal Engine (from 10:43).
Robin-Yann Storm, "Gyms, Zoos, and Museums: Your documentation should be in-game" (YouTube)
argues, as the title says, that documentation belongs in the game itself, in "gym", "zoo" and "museum" levels (YouTube: Gyms, Zoos, and Museums: Your documentation…). Beginner, free.
The Different Types Of Trim Sheets & How They Are Used In Games (Part 1)
EMC3D - Game Art · YouTube
The easiest Way to Create Modular 3D Kits Without Stress
A long video (over an hour) on making modular kits; dip into the parts you need rather than watching it in one go.
Vegetation and Plants for Games With Jared Sobotta
Shows the shape of a modern foliage pipeline (kit, bark texture, engine, portfolio shot) as taught by Jared Sobotta.
Why Does God of War's 3D Environment Art Looks Like This?
Watch the "Dotted Edge Loops?" and "Using Triangles" chapters to see how a AAA environment team breaks loops on purpose.
Why Does Hogwarts Legacy Environment Art Look Like This?
A wireframe-level look at how a shipped open world combines modular pieces and intersecting geometry; see the "Crashing In Geometry" chapter.
8 Common Problems with Level Layouts / Blockouts (Steve Lee)
eight one-word problems to check in any blockout. Beginner, free.
Ben Cloward: Blending Normal Maps
normal blending explained visually in Shader Graph. Intermediate, free.
Ben Cloward: Shader Graph Basics
a long free series on shaders for artists. Beginner to intermediate, free.
Fallout 4's Modular Level Design (GDC 2016)
Burgess and Purkeypile on how Bethesda's kits evolved for an open world. Intermediate, free.
FlippedNormals: Making Tileable Textures in ZBrush
a short ZBrush trick for tileable sculpts. Beginner, free.
Inside Unreal — Nanite (livestream, June 2021)
Epic's Brian Karis and Quixel's Galen Davis walk through Nanite using the Valley of the Ancient sample; watch it for what Nanite changes for environment artists.
Level Design Workshop: Blockmesh and Lighting Tips
Techniques studios such as Respawn and Naughty Dog use to establish level flow through blockmesh design, and how lighting helps players read a level.
Planning & Creating Trim Sheets, Part 1 (Polygon Academy)
Tim Simpson on planning a sheet around reuse; the start of a free four-part series. Beginner, free.
Polygon Academy: Trim Texture Tutorial, Environment Art 101
Tim Simpson's channel. He argues that junior portfolios too often lack tiling and trim work. Beginner, free.
What Does Good Trim Sheet Planning & Preparation Look Like? (EMC3D)
planning trims from the blockout with colour overlays. Intermediate, free.
Why Does Naughty Dog's 3D Environment Art Looks Like This?
EMC3D - Game Art · YouTube
arthur tasquin: How to be productive in Unreal Engine
editor habits that save time when assembling scenes. Beginner, free.
Used on Game engines, Essential talks and videos
Between Tech and Art: The Vegetation of Horizon Zero Dawn
How an open-world AAA team built, LODed and billboarded its vegetation; the LOD discussion is around the 40-minute mark.
Building a Games Portfolio for Your Future
A live session walking through real game art portfolios with a lead environment artist, a senior environment artist and an art director.
CG Society, "Intro to Environment Art with Andres Rodriguez" (YouTube)
an introduction to the environment artist's side of the job (YouTube: Intro to Environment Art with Andres Rodriguez). Beginner, free.
Combining Environmental Storytelling and Level Design in Baldur's Gate 3
A talk on making story scenes and level layout support each other; compare it with Carson's and Smith and Worch's older principles.
Designing Unforgettable Titanfall Single Player Levels with Action Blocks
How Respawn prototyped Titanfall 2's campaign with rapid "action block" levels, using the "Into the Abyss" mission as a case study; useful for seeing rapid blockout prototyping applied to a whole campaign.
EMC3D: How To Achieve Consistent Texel Density In 3D Environment Art
a short, simplified explanation of texel density. Beginner, free.
Used on Texel density, Essential talks and videos
GDC 2016: Naughty Dog's Texturing for Uncharted 4 by Rogelio Olguin
The texturing stage of a AAA production, presented by one of Naughty Dog's artists; watch it to see how stage 7 looks at studio scale.
Getting Started with Sculpting - ZBrush for Beginners Tutorial
A beginner's first ZBrush session; watch it before any project-specific sculpting tutorial.
Used on Sculpting software, Digital sculpting
Hard Surface Modeling: Create a Sci-Fi Crate
polygonrunway · BlenderNation
Used on Hard-surface modeling, Booleans
Hard surface modeling: sci-fi crate
Quick Blender demo of boolean cutting on a crate; watch at reduced speed.
Used on Hard-surface modeling, Booleans
PBR Explained for 3D Artists – Physically Based Rendering
A plain-language walkthrough without charts; a good first watch before reading the value ranges above.
Remaking a M24 Stielhandgranate - Full Length
A full-length remake of one small prop; useful to see the whole process at real speed, including the slower, routine steps.
Sydney Saphira: Once you go trim sheet, you never go back
a personal trim workflow. Beginner, free.
Used on Trim sheets, Essential talks and videos
The Art of Firewatch
How a small team planned a bold, layered palette for a whole game; useful context before making your first colour script.
Used on Colour for environments, Colour scripts
Unreal Engine 5 Revealed! | Next-Gen Real-Time Demo Running on PlayStation 5
Epic's Unreal Engine 5 reveal demo, linked from Epic's own Lumen tech blog. Watch for soft bounce light in areas no light reaches directly.
What Modern Interior Design Teaches Us About Environment Art
The talk itself; watch it for concrete interior-design ideas you can apply when composing rooms the player walks through.
Used on Composition, Essential talks and videos
3D Gaussian Splatting for Real-Time Radiance Field Rendering
The video linked from the paper's project page; a quick way to see what captured splat scenes look like in motion.
Used on Gaussian splatting
50 Game Camera Mistakes
A fast tour of camera problems in third-person games; useful for anyone building spaces a camera has to move through.
Advanced Channel Packing – Shader Graph Basics – Episode 23
Shows how far packing can go, including the small cost to normal map quality; watch once the basic ORM layout is familiar.
Used on Channel packing (ORM)
Advanced Detail Mapping - Shader Graph Basics - Episode 14
Goes beyond a single detail map, using one texture sample to drive many detail textures; watch after the basics on this page.
Used on Detail maps and macro variation
An Approach to Holistic Level Design (GDC 2017)
Steve Lee, a level designer on Dishonored 2 and BioShock Infinite, on how gameplay, presentation and story work together, and the ideas that sit between disciplines. Intermediate, free.
Used on Level design and environment art
Baking in Marmoset Toolbag
Covers mesh preparation, cage adjustment and troubleshooting in one sitting; a good companion to the workflow list above.
Used on Baking
Beach Cobbles Creation in Zbrush + Substance Designer
Sobotta's beach cobble texture from start to finish in ZBrush and Substance Designer, originally recorded as a live demo.
Used on Tileable sculpts
Ben Cloward: Triplanar Projection Normal Maps
follow-up episode on normals. Intermediate, free.
Correcting baked Normal map with Paint Skew - Marmoset Toolbag 4
Shows Toolbag's skew painting fixing a skewed bake; watch after trying the geometry fixes in the skewing section.
Used on Fixing baking artefacts
DECALmachine 2.0 - Export/Atlas Workflow (preview)
Shows how DECALmachine packs decals into an atlas for export to a game engine; watch it to see the decal atlas idea in practice.
Used on Mesh decals
Free Auto Retopology with Instant Meshes
A quick, free route to an automatic quad base, as featured on BlenderNation.
Used on Retopology
Hoj Dee: Detailed Texture Blending with Height Lerp & Vertex Painting
a shorter UE5-era walkthrough. Beginner, free.
Used on Height blending
How I UV Unwrap in Blender for Game Ready Models
A timelapse of a full single-texture-set workflow; watch it after reading the crate example to see seams, straightening and packing in sequence.
Used on UV mapping
How to Make Worlds Feel Lived-In with UE5 Decals [Tutorial]
A practical walkthrough of placing and authoring decals in Unreal Engine 5; useful alongside the uses list above.
Used on Decals
How To Setup Vertex Painting In Unreal Engine 5
A beginner-friendly setup of a vertex paint blend material and Mesh Paint mode in UE5; do the "Try it yourself" brief afterwards.
Used on Vertex painting and blending
Intro to Materials: Material Instancing | 08 | v4.0 Tutorial Series | Unreal Engine
Epic's own introduction to parameters and material instances; a good first step before building your own master.
Used on Master materials and instances
Intro to Procedural Modeling: Not Just Another Rock Generator (GDC 2019)
John Moncrief of SideFX on proceduralism for game artists, no Houdini experience needed. Beginner, free.
Used on Procedural modeling
Level Design in Hitman: Guiding Players in a Non-Linear Sandbox
How a sandbox game with many routes still helps players find targets and opportunities; a good counterpoint to linear examples.
Used on Wayfinding
Maya Quad Draw retopology
Embedded in GarageFarm's guide as its Quad Draw example; good for learning a manual workflow in Maya.
Used on Retopology
Nanite Tessellation & Displacement – Unreal Engine 5 Tutorial for Beginners (UE 5.4)
A step-by-step setup of Nanite displacement; useful alongside the cobblestone example above.
Used on Height and displacement maps
New UV Packing Features in Blender 3.6
Shows Blender's packing engine, including pinning islands and keeping stacked islands together.
Used on UV packing and padding
Procedural Grass in 'Ghost of Tsushima'
Eric Wohllaib on generating, rendering and animating fields of individual grass blades on the GPU for Sucker Punch's open world.
Used on Wind and world position offset
RetopoFlow for Blender
Embedded in GarageFarm's guide as its RetopoFlow example; useful if you retopologise inside Blender.
Used on Retopology
Texel Density Masterclass: For Rendering & Real-time Graphics (Games)
Walks through choosing a target texel density and applying it in Blender; watch alongside the worked numbers above.
Used on Texel density
The Unreal level I made to work on Bioshock Infinite (Steve Lee)
a level designer walks through the vertical test level that won him a job at Irrational Games, including Skylines faked with invisible moving platforms. Intermediate, free.
Used on Blockout (greyboxing)
Thinking Procedurally with Houdini (GDC 2016)
Scott Keating builds columns, bridges and stone stairs as procedural game assets. Intermediate, free.
Used on Procedural modeling
Triplanar Projection - Shader Graph Basics - Episode 28
Builds a triplanar shader from scratch in Shader Graph and explains the blend weights; the ideas carry over to any engine.
UE4 Height Blended Materials - Part 2
Part of Manning's series on a four-way height-blended material; the technique carries over directly to UE5.
Used on Height blending
What is the Weighted Normals modifier used for? (Evermotion)
Christopher 3D's Blender video on controlling hard-surface shading with the modifier and Set From Face. Beginner. Free.
Used on Weighted (custom) normals
What Most ZBrush Sculptors Get Wrong - Mid Frequency
Shared in the Polycount thread on this page as an explanation of the three levels; watch it for the middle, mid-frequency band.
ZRemesher workflow
Embedded in GarageFarm's retopology guide as its ZRemesher example; watch it alongside Maxon's ZRemesher reference.
Used on Retopology
The Last of Us Part I: Trim Pipeline (Matthew Trevelyan Johns)
technical rules (512 px/m, shared trim layouts) documented for a whole team. Intermediate, free.
Used on Extrude, inset and loop cut, Procedural modeling, Edge ring, Face loop, Hard-surface modeling, Bevels and chamfers and 11 more
Indiana Jones and the Great Circle: Tomb Kit
Paweł Kostecki · ArtStation
River Rock Breakdown
Jared Sobotta · ArtStation
Jared Sobotta: Erosion Breakdown
when surface detail moves from sculpting into Substance Designer. Intermediate, free.
Environment Production in UE5 (Dekogon Studios, ArtStation Learning)
an 8-part series; Part 5, Creating a Hero Prop, is taught by Dylan Abernethy. Intermediate, free.
Adrien Thierry, "The Golden Cat" (ArtStation)
a compact Dishonored post with module and texture sheets. Beginner, free.
Jared Sobotta: Rock Breakdown
hand sculpting and alphas combined for The Last of Us Part I rock materials. Intermediate, free.
Indiana Jones and The Great Circle: Shanghai Environment Breakdowns
Vytautas Katarzis · ArtStation
Jared Sobotta: Brick and Concrete Generator
variants, vertex paint and breakup lines on a shipped Naughty Dog environment. Intermediate, free.
Hogwarts Legacy - Castle Ruins
Molly Warner · ArtStation
JaviSkau: Rock Sculpting Workflow in ZBrush
a three-step rock workflow and brush list from a senior environment artist at 31st Union, with a linked video. Beginner, free.
"The Last of Us: Part 2" - Med - Ratking Combat
Edgar A. Martinez · ArtStation
Baldur's Gate 3 - Glasshouse Modular Set (Tim Wilmsen)
a Larian kit with its trim and tileable. Intermediate, free.
God Of War Ragnarok - Kit Assets (Jon Arellano)
kitbashed props and kit assets from Asgard. Intermediate, free.
"The Last of Us: Part I" bill-town-building-wireframe
Edgar A. Martinez · ArtStation
Clockwork Mansion maintenance areas (Adrien Thierry)
wall modules and props from Dishonored 2. Intermediate, free.
Creating Beach Cobbles in Zbrush/Substance Designer: Free Tutorial
Jared Sobotta · ArtStation
God of War 3 - Environment Art (Nate Stephens)
beauty shot and wireframes of a shipped level built by one artist. Intermediate, free.
Théophile Lebeau: Assassin's Creed Shadows Foliage
seasonal LUTs applied to foliage atlases in a shipped game. Intermediate, free.
80.lvl Article - World Building of Witcher 3
Michał Janiszewski · ArtStation
Better Understanding UV Layout Techniques for Games (Free Tutorial)
Dylan Abernethy · ArtStation
CGSociety Interview "How to Make a Stunning Portfolio" By Jared Sobotta
Jared Sobotta · ArtStation
Dannie Carlone: Tricks.Tips.Process
short ZBrush sculpting tips from a Santa Monica Studio environment artist. Intermediate, free.
Hogwarts Legacy
Luke Adwick · ArtStation
Project: Villa | Part 01b - Weeds Breakdown
Davin Saputra · ArtStation
Breakdown - design - modelling of a mech
Matthias Develtere · ArtStation
CGSociety Interview "How to Make a Stunning Portfolio"
Jared Sobotta · ArtStation
God Of War Ragnarok - Odin's Study (Jon Arellano)
a Santa Monica Studio area taken from blockout to final. Intermediate, free.
God Of War Ragnarok Materials
Jon Arellano · ArtStation
The Last Chapel – Modular Snowy Environment | UE5 Breakdown
Eric Blaida · ArtStation
80 Level Breakdown: Grimward District
Mario Fernández · ArtStation
Alexandros Demetriades: Face weighted normals & Edge mesh decals
a UE5 tutorial on edge strips. Intermediate, free.
Used on Geodecals
Andrew Schneider: Nubis Evolved, real-time volumetric clouds for VFX
the superstorm from Horizon Forbidden West, captured on PlayStation 5. All levels, free.
Used on Sky, clouds and volumetrics
God of War - Forest (Nate Stephens, ArtStation)
lighting and colour grading from a shipped AAA level. All levels, free.
Used on Light and shadow
Hugh Chew: Concord - Smart Material Pipeline
a shipped-game smart material library with its folder structure and in-game results. Intermediate, free.
Used on Smart materials
Paweł Kostecki: Stone Tomb Wall Material
a shipped tomb wall material from Indiana Jones and the Great Circle. All levels, free.
Used on Tileable sculpts
Ratchet and Clank: Rift Apart - Lighting - Sargasso (Brian Mullen)
one level lit for two visits, by Insomniac's lead lighting artist. Intermediate, free.
Star Citizen: Grim Hex - Hangars (Tom Radford)
a shipped sci-fi space built partly by kitbashing existing assets, with full team credits. Intermediate, free.
Used on Greebles
The Ultimate Trim: Texturing Techniques of Sunset Overdrive (GDC Vault)
the original bevelled-trim talk. Intermediate, GDC Vault.
Used on Hard-surface modeling, The mid-poly workflow, UV mapping, Ways to texture an environment, Trim sheets, Exercise: a trim sheet and 2 more
Dan Cox, "What Modern Interior Design Teaches Us About Environment Art" (GDC 2014)
interior-design techniques applied to rooms people walk through. Intermediate; check GDC Vault for access.
Patry: Lighting, Atmosphere, and Tonemapping in Ghost of Tsushima (SIGGRAPH 2021)
how a AAA team combined artist LUTs with white balance. Advanced, free.
Texturing Uncharted 4: a matter of Substance
Sebastien Deguy (Allegorithmic), Rogelio Olguin and Bradford Smith (Naughty Dog) · GDC Vault
Eric Wohllaib: Procedural Grass in Ghost of Tsushima (GDC 2021)
GPU-generated grass fields. Advanced, GDC Vault.
Harvey Smith and Matthias Worch, "What Happened Here? Environmental Storytelling" (GDC 2010)
the classic talk. Intermediate; GDC Vault.
Killer Portfolio or Portfolio Killer Part 1: Advice from Industry Artists
Greg Foertsch, Moby Francke, Gavin Goulden, Claire Hummel, Wyeth Johnson, Alison Kelly · GDC Vault (GDC 2019, Game Career Seminar)
Miriam Bellard, "Environment Design as Spatial Cinematography" (GDC 2019)
sequences of space as a cinematic tool. Intermediate, free on YouTube.
'Marvel's Spider-Man': A Technical Postmortem
Elan Ruskin (Insomniac Games) · GDC Vault (GDC 2019)
Ka Chen: Adaptive Virtual Texture Rendering in Far Cry 4 (GDC 2015)
unique terrain texturing at 10 texels per centimetre. Advanced, free on GDC Vault.
Used on Terrain and landscapes, Virtual texturing
Marcin Gollent: Landscape Creation and Rendering in REDengine 3 (GDC 2014)
automating terrain for The Witcher 3. Advanced, GDC Vault.
Photogrammetry and Star Wars Battlefront (DICE, GDC 2016)
Andrew Hamilton and Ken Brown on using photogrammetry across a shipped AAA game. Intermediate, free.
Used on De-lighting, Photogrammetry
Terrain Rendering in Far Cry 5 (GDC 2018)
Jeremy Moore of Ubisoft on terrain, including cliff geometry generated on top of the heightfield. Advanced. GDC Vault.
The Real-time Volumetric Cloudscapes of Horizon Zero Dawn
Guerrilla Games (Andrew Schneider) · SIGGRAPH 2015, Advances in Real-Time Rendering (Guerrilla Games site)
Used on Sky, clouds and volumetrics, Time of day
'Into the Breach' Design Postmortem
Matthew Davis (Subset Games) · GDC Vault (GDC 2019)
Used on Postmortems worth reading
Bill Rockenbeck: Blowing from the West (GDC 2021)
the full talk on fast, believable wind for millions of grass blades. Advanced, GDC Vault.
Used on Wind and world position offset
Creating the Active Cinematic Experience of Uncharted 2 (GDC 2010)
Druckmann and Straley on blending set pieces and story. Intermediate, GDC Vault.
Development Telemetry in Video Games Projects (Georg Zoeller, GDC 2010)
BioWare's developer-facing telemetry. Advanced, GDC Vault.
Used on Telemetry and heatmaps
Engine Postmortem of inFAMOUS: Second Son
Adrian Bentley (Sucker Punch Productions) · GDC Vault (GDC 2014)
Used on Postmortems worth reading
GDC 2026 State of the Game Industry
survey figures on how developers use and view generative AI. All levels, free.
Used on AI-assisted 3D generation
GDC Vault
search for "postmortem" and filter by track (Visual Arts, Level Design). Mixed free and paid.
Used on Postmortems worth reading
GDC Vault: Technical Artist Bootcamp
the session archive. Intermediate, some talks free.
Used on The technical artist
Guerrilla Games: GPU-based Procedural Placement in Horizon Zero Dawn
talk page with the full slides from GDC 2017. Advanced, free.
Guerrilla Games: Nubis, Evolved
the PlayStation 5 follow-up with flyable clouds. Advanced, free.
Used on Sky, clouds and volumetrics
Iwanicki: Precomputed lighting in Call of Duty: Infinite Warfare
the case for precomputation at 60 Hz, with slides and notes. Advanced, free.
Used on Baked vs. dynamic lighting
Joel Burgess and Nate Purkeypile, "Fallout 4's Modular Level Design" (GDC 2016)
the follow-up talk. Intermediate, free on YouTube; also on GDC Vault.
Used on Modular kits
Large-Scale Global Illumination in Call of Duty
Ari Silvennoinen · Activision Research
Used on Baked vs. dynamic lighting
Lessons from the Core Engine Architecture of Destiny
Chris Butcher (Bungie) · GDC Vault (GDC 2015)
Used on Postmortems worth reading
Level Design Workshop: Invisible Intuition: Blockmesh and Lighting Tips to Guide Players and Set the Mood
David Shaver (Naughty Dog) and Robert Yang (NYU Game Center) · GDC Vault (GDC 2018)
Used on Essential talks and videos
Maximizing Critique: Improving Communication for Everyone Involved in Critical Feedback
GDC Vault (session page, seen in search results) · GDC Vault
Used on Communities and critique
See how DICE used photogrammetry to build Star Wars Battlefront at GDC 2016
GDC · gdconf.com
Used on Photogrammetry
Speaker Q&A: Jodie Azhar on formalising technical art processes (GDC)
a lead TA on when to change workflows and when to leave them alone. Intermediate, free.
Used on The technical artist
Substance 3D at SIGGRAPH 2026: faster workflows, OpenPBR everywhere and digital twins at scale
Paul Gresty · Adobe Community
Used on Physically based rendering (PBR)
The Art of Firewatch (GDC 2015)
Jane Ng of Campo Santo on "translating a bold 2D graphic style into an explorable 3D environment", with process principles, tools and advice for small art teams. Beginner to intermediate. GDC Vault.
Used on Essential talks and videos
The Casual (but Regal) Swipe: Creating Game Mechanics in 'Reigns'
François Alliot (Nerial) · GDC Vault (GDC 2017, Independent Games Summit)
Used on Postmortems worth reading
Primary Shapes (ArtStation Learning)
Tyler Smith on designing a stone temple trim from architectural reference. Intermediate; level and price not stated on the course page.
Environmental Storytelling: Composition and Shape Language with Eddie Bennun
The Gnomon Workshop · The Gnomon Workshop
Advanced Environment Art, Part 1: Introduction to Modular Architecture (ArtStation Learning)
Dylan Abernethy builds a modular scene up from a simple blockout. Intermediate, free.
Jared Sobotta (instructor page)
CG Master Academy · CGMA
Project – Notan Master Thumbnails (Proko)
Stan Prokopenko's two- and three-value thumbnail exercise using master paintings. Beginner, free lesson page.
Adobe: Getting Started with Substance 3D Designer
longer course covering height, maps, layering and SBSAR publishing. Beginner. Adobe Learn.
Daniel Thiger: Fundamentals Part 1
patterns and scattering from a well-known Designer teacher. Intermediate. Paid.
Dekogon Studios on ArtStation Learning
the studio describes its work as "specialized high quality environment art and asset creation, production, and resources". Intermediate, free.
Dylan Abernethy on ArtStation Learning
a senior environment artist who teaches the hero-prop part of the Dekogon series. Intermediate. Free.
Environment Art Test series (ArtStation Learning)
the series itself, linked from ArtStation Magazine. Intermediate.
Ryan Manning: UE4 Height Blended Materials
three-part video series. Intermediate, free.
Sci-Fi Game Environment in Blender & UE4
FlippedNormals marketplace listing · FlippedNormals
Used on The mid-poly workflow, Texture atlases
Set up Unity Version Control in the Unity Editor
Unity Technologies · Unity Learn
Shading Light and Form – Basics (Proko)
the classic light and shadow zones explained for artists. Beginner, free lesson page.
Used on Value, Light and shadow
SideFX Game Development Toolset Overview
tour of Houdini's game-art tools. Beginner, free; recorded in Houdini 16.5, so some details have changed.
3dmotive: Learn the "Hand-Painted" texturing style
about five hours on painting a sword and shield, taught by Tyson Murphy, a World of Warcraft character artist at Blizzard. Beginner. Paid.
Adobe: First Steps with Substance 3D Designer
40-minute official introduction ending with exposed parameters. Beginner. Adobe Learn.
ArtStation Learning playlist "Environment Vids"
a user-made playlist of environment courses on ArtStation Learning. Mixed levels. Free.
Creating Advanced Trim Sheets for Games (ArtStation Learning listing)
FastTrackTutorials · ArtStation
Used on Trim sheets
Dekogon Studios and Stef Velzeboer, "Environment Production, Part 1: Planning a Game Environment" (ArtStation Learning)
project planning, gathering and organising reference, and blocking out a scene in Maya and Unreal Engine; the first part of Dekogon's environment production series (ArtStation Magazine: 7 Environment Art Courses o…
Used on Blockout (greyboxing)
Epic Developer Community: Learning
Epic's hub of "tutorials, courses, demos, and more", created by Epic and the community. All levels.
Used on Learning platforms and courses
FastTrack: Creating Advanced Trim Sheet Textures for Games
building an entire environment from one trim sheet. Intermediate. Paid.
Used on Trim sheets
Gnomon (school)
a four-year BFA and a two-year full-time Certificate in Digital Production for Entertainment with a Game Art emphasis, plus individual ten-week courses on campus or online, in Los Angeles. Full-time, paid (tuition).
Used on Learning platforms and courses
Nicolas Bucco: Modular Building Kits and Trim Sheets Course
from kit planning to UE5, aimed at beginners and intermediates. Paid.
Used on Trim sheets
Schoolism
"affordable online art classes from outstanding industry professionals", mainly digital art and painting. Fundamentals such as light and colour carry straight into 3D. All levels, paid; see vendor page.
Used on Learning platforms and courses
The Gnomon Workshop
$57 a month or $519 a year for "350+ Workshops" and "over 1,000 hours of video training" taught by film and game industry professionals. An example relevant to environment artists: Eddie Bennun'…
Used on Learning platforms and courses
Thiago Klafke: Stylized Environment Texturing Tutorial
from an environment artist whose credits include Overwatch maps and Valorant. Intermediate. Paid.
Tom Bancroft, Creating Characters with Personality
a character-design book by a former Disney animator; read it for the tradition environment artists borrow from. Beginner to intermediate, paid book. Course listing:
Used on Shape language
Udemy
a large general marketplace ("290K+ Courses"). Search by software and check reviews and the instructor's credits; prices: see vendor page. All levels, paid.
Used on Learning platforms and courses
Unity Learn
"Free tutorials, courses, and guided pathways" by Unity. Beginner, free.
Used on Learning platforms and courses
Emilia Schatz, "Defining Environment Language for Video Games" (80 Level)
the four kinds of game affordance, with Uncharted metrics. Intermediate, free.
Skyrim's Modular Approach to Level Design (Joel Burgess, Game Developer)
the GDC 2013 talk in writing, including the origin of the term. Intermediate, free.
Used on Modular kits, Glue pieces, Showcase (warehouse) map, Grids and metrics, Kitbashing, Hero assets, props and filler and 6 more
Composition in Level Design
Mateusz Piaskiewicz · Game Developer
Used on Composition, Focal point, Visual hierarchy and readability, Leading lines, Colour for environments, Light and shadow and 5 more
How to Create a Stunning Portfolio with Jared Sobotta
Jared Sobotta and Anna Cicone · CGSociety
Used on Leading lines, Value, Colour for environments, Light and shadow, Scale and proportion, Gathering and using reference and 5 more
The Toolbag Baking Tutorial
Joe Wilson · Marmoset
Used on UV seams and islands, UV packing and padding, Baking, Bake cage, Bake groups and exploded bakes, Tangent space and MikkTSpace and 5 more
World Building of Witcher 3 (80 Level)
CD PROJEKT RED's environment artist on reuse and imperfect placement. Intermediate, free.
Bringing Nanite to Fortnite Battle Royale in Chapter 4
Epic Games · Unreal Engine tech blog
Lumen brings real-time global illumination to Fortnite Battle Royale Chapter 4
Epic Games · Unreal Engine tech blog
Used on Real-time lighting, Baked vs. dynamic lighting, Global illumination, Ray tracing, Mesh distance fields, Light leaking and 4 more
80 Level: Creating a Stone Wall Material in ZBrush (Sergii Zlobin)
crack and damage alphas in a real tileable sculpt. Intermediate, free.
Best Practices for Hard Surface Normal Map Baking
Simon Péloquin (guide); Arti Sergeev (editor) · 80 Level
Building Huge Open Worlds: Modularity, Kits & Art Fatigue (80 Level)
Burgess five years later on fighting repetition. Intermediate, free.
Used on Pivot point (origin), Modular kits, Glue pieces, Grids and metrics, Art fatigue, Worldbuilding for artists and 2 more
Designing Environments for DOOM Eternal (80 Level)
Chase Long on shared kitbash libraries, trims and keeping detail readable. Intermediate, free.
Used on Hard-surface modeling, The mid-poly workflow, Greebles, Modular kits, Kitbashing, Ways to texture an environment and 2 more
Felix Leyendecker, "Environment Design: Modularity, Color & Composition" (80 Level)
the artist's view of receiving and shaping a blockout. Intermediate, free.
Used on Composition, Focal point, Modular kits, Hero assets, props and filler, Level design and environment art, Blockout (greyboxing) and 2 more
Art directing The Last of Us Part II (Cook & Becker)
John Sweeney on colour scripting a game and building red and blue image systems. Intermediate, free.
Beyond Extent: Texel Density deep dive
why density matters and how to choose a target. Intermediate, free.
Used on Checker maps, Texel density, Tileable materials, Trim sheets, Exercise: your first game-ready prop, Exercise: a trim sheet and 1 more
Learning Lighting for Video Games (80 Level)
Gabe Betancourt of Naughty Dog on key lights, hue passes and keeping rigs small. Beginner to intermediate, free.
Adobe: The PBR Guide, part 2
the rule against baking AO into colour, and its exception. Beginner, free.
Land a Job in Video Games with More Portfolio Tips from Overwatch 2's Art Director
Activision Blizzard (with Dion Rogers) · Activision Blizzard Newsroom
My Top 5 Portfolio Tips – Art
Jeremiah Estrellado · Massive Entertainment
A first look at Unreal Engine 5
Epic Games · Unreal Engine blog
A Look at the Material Workflow in Assassin's Creed Valhalla
where a studio used scans and where it did not. Intermediate. Free.
ArtStation Learning to Remain Free for All
ArtStation · ArtStation Magazine
Building Environments for Uncharted: The Lost Legacy
Matthew Trevelyan Johns (interviewed by Kirill Tokarev) · 80 Level
Creating Assets Within the Mid-Poly Workflow in UE5
Malte Resenberger-Loosmann · 80 Level
Leveraging Multiple Workflows
Short, clear case for mixing workflows by camera distance. Beginner to intermediate. Free.
Maya Beginner Tutorial Series 12/17: Difference Between Triangles vs Quads vs NGons
AlexG · World of Level Design
Portfolio Tips & Advice: Riot Games Internship Study Guide Vol. 3
Christian "DrCurls" Suero · Riot Games
Prepare For Your Environment Art Test With ArtStation Learning (ArtStation Magazine)
the announcement of Dekogon's three-part Environment Art Test series with Dylan Abernethy. Intermediate; course price not stated.
The Toolbag Baking Tutorial
Joe Wilson · Marmoset
Tutorial: How to Create Complex Props for Games (80 Level)
Dylan Abernethy's typewriter, from ZBrush and Maya to Substance Painter and Marmoset, with project files per chapter. Intermediate; price not stated in the article.
Understanding BCn Texture Compression Formats
Nathan Reed · Nathan Reed's coding blog
Barré-Brisebois and Hill: Blending in Detail
the classic comparison of normal blending methods, with images and costs. Advanced, free.
Basic Theory of Physically-Based Rendering
Jeff Russell · Marmoset
Blender FBX importer via ufbx (Aras Pranckevičius)
a clear, candid explanation of why FBX is hard to support, with benchmarks. Intermediate. Free.
Blender to UE5: the complete export pipeline (Hyperdense)
an alternative set of settings with explanations. Intermediate, free.
Epic Games releases RealityScan 2.0
Jim Thacker · CG Channel
FBX rotation fix for Unity (KatsBits)
the classic Blender-to-Unity rotation fix. Beginner, free.
GDC 2018: How To Light A Level (Robert Yang)
slides and transcript of a level design workshop on lighting. Beginner, free.
Marmoset releases Toolbag 5.0 in free public beta
Jim Thacker · CG Channel
Meet RizomUV 2022
Arti Sergeev · 80 Level
Mysterious Journey
Karen Moltenbrey · Computer Graphics World, Vol. 35, Issue 4
PlaytestCloud, "Playtesting and Navigation: Explaining the Yellow Paint Controversy"
why studios add cues and what alternatives exist. Beginner, free.
Pyxel-Perfect Portfolios #2: Environment Art
Jay McDougall · Skillsearch
Quarry Bank Mill 3D #07 Modifiers and Wires / #08 The mid-poly workflow
Matthias Patscheider · ArtStation blog
Top 10 Portfolio Tips for Game Artists
Sierra Mon · ArtStation Magazine
8 Common Problems With Level Layouts (Steve Lee, 80 Level)
why levels should allow different routes even in linear games. Beginner, free.
A message to our community: Unity is canceling the Runtime Fee
Unity Technologies · Unity Blog
ArmorPaint 1.0 is out (CG Channel)
the open-source painter's first stable release. Beginner, free.
Designing Better Levels Through Human Survival Instincts
Christopher W. Totten · Game Developer
DirectX vs OpenGL: Understanding, Using, Creating DirectX or OpenGL Normal Map Formats
AlexG · World of Level Design
Don Carson, "Environmental Storytelling: Creating Immersive 3D Worlds Using Lessons Learned from the Theme Park Industry" (Game Developer, 2000)
the theme-park roots of the idea, still very practical. Beginner, free.
Don Norman, "Signifiers, not affordances"
the short essay where Norman separates the two terms. Beginner, free.
Get Away: Lighting & Composition in Environment Art
Andreas Lohse (interviewed by Arti Sergeev) · 80 Level
Hard Surface Modeling in Blender
GarageFarm · GarageFarm blog
How to Create a Detailed Large-Scale Scene with Rich Props & Assets in Unreal Engine
Jessica Canales (interviewed by Gloria Levine) · 80 Level
How to Make Tool Kit With History Using ZBrush & Substance 3D Painter
Yulong Huang (interviewed by Theodore McKenzie) · 80 Level
Japanese game company changes hiring to prevent AI use
The Daily Dot · The Daily Dot
Material Maker 1.4 released (CG Channel)
what the open-source material tool can do. Beginner, free.
Paul Bourke: Cross polarisation in photography
short, clear physics with example scans of oil paintings. Beginner, free.
Pilgway releases 3DCoat 2025 and 3DCoatTextura 2025
Jim Thacker · CG Channel
Poly Haven: Photoscanned Texture Creation Process
full capture-to-tile process with free and common tools. Intermediate. Free.
Prop Art Tips: Creating a Realistic Radio Receiver
A production artist's bevel-shader bake workflow. Intermediate. Free.
Riot Games Internship Study Guide Vol. 2: Tips and Tricks for Applying
a studio's own advice on résumés, links and interviews. Beginner, free.
Start Learning Advanced Environment Art Today
ArtStation · ArtStation Magazine
The Art of VALORANT Map Environments
Lydia "PHRISK" Zanotti (Riot Games) · playvalorant.com
The PBR Guide – Part 1
Allegorithmic · Adobe Substance 3D (Adobe Learn)
Unreal Engine 5.7 is now available
Epic Games · Unreal Engine news
Using Tileable Textures in Game Environments
François Hurtubise (interviewed by Kirill Tokarev) · 80 Level
What is 'level design' in games?
GIGAZINE · GIGAZINE
What's New in 3ds Max 2022? – New and Improved Object Modifiers
Arkance UK · Arkance Community
Working on Modular Sci-Fi Environments in Blender and UE4
François Larrieu (interviewed by Ellie Harisova) · 80 Level
001AGT: Learning Substance Designer — Heightmap, Basecolor, Masks
Margot Casiro (Ubisoft Montpellier) · 80 Level
7 Environment Art Courses on ArtStation Learning
ArtStation · ArtStation Magazine
80 Level: Impostor Baker for UE4
Ryan Brucks's tool, its three capture modes and its use in Fortnite. Intermediate, free.
80 Level: The Strings of Environment Design (Fanny Vergne)
a World of Warcraft artist on hand-painted textures, values and colour. Beginner to intermediate. Free.
A Deep Dive into Unreal Engine's 5 Nanite (80 Level)
a summary of Brian Karis's SIGGRAPH 2021 material on how Nanite works. Advanced. Free.
Adobe Substance 3D Modeler Leaves Beta
UploadVR · UploadVR
Advanced Materials with Substance
Nathan Mackenzie (interviewed by Kirill Tokarev) · 80 Level
AI Filters: New Search and Browsing Options
ArtStation · ArtStation Magazine
ArtStation Live Event: Building a Games Portfolio for Your Future
ArtStation (Jeremy Estrellado, Jacob Norris, Alex Beddows) · ArtStation Magazine
ArtStation: NoAI tagging on projects
how the NoAI tag works and what ArtStation's terms say. Beginner, free.
Ben Golus: Normal Mapping for a Triplanar Shader
UDN, whiteout and RNM compared on triplanar projections, with costs on desktop and mobile. Advanced, free.
Best practices for organizing your Unity project (Unity)
naming and folder advice, plus how structure affects version control. Beginner, free.
Best practices for profiling game performance (Unity)
frame budgets, mobile thermal headroom and finding the bottleneck. Intermediate, free.
Used on Frame budgets, Texture memory (VRAM)
Blender 4.5 Beta: Nodes Get Nifty, Collada Gets the Boot
Bela Beier · Digital Production
Blender add-ons review — BoxCutter and Hard Ops
What the two best-known boolean add-ons do. Beginner. Free article; paid add-ons.
Used on Hard-surface modeling, Booleans
Breakdown: Setting Up River Rock in The Last of Us Part I
80 Level (featuring Jared Sobotta) · 80 Level
CG Channel news article on Plasticity 2026.1
Jim Thacker · CG Channel
CG Channel: Agisoft De-Lighter
what the free brush-based tool does and how it differs from Unity's. Beginner, free.
Used on De-lighting, Photogrammetry
Come to GDC and learn how Bethesda built the world of Fallout 4
Game Developer staff · Game Developer
Used on Modular kits, Essential talks and videos
Cross Polarization Photogrammetry (Pixpro)
how polarised light removes speculars at capture. Intermediate, free.
CS:GO SDK Player and Architecture Scale, Dimension, Proportion (Beginner Tutorial 3/8)
AlexG · World of Level Design
Used on Grids and metrics, Collision meshes
Day 24 - Quick - Specular Aliasing
Stefan Groenewoud (Bend Studio) · ArtStation blog
Used on Bit depth and banding, Specular aliasing
Don't Wait to Create with KitBash3d
ArtStation Magazine · ArtStation Magazine (sponsored)
Used on Greebles, Kitbashing
Environment Art Mentorship from The Mentor Coalition
Ellie Harisova · 80 Level
Fab marketplace announcement
Epic's own explanation of the move to Fab and the Megascans licence change. Beginner. Free.
Final Fantasy VII Rebirth director responds to yellow paint issue – it's not a "yes or no" question
Automaton · Automaton West
Used on Wayfinding, Affordance
fxguide: Making wet environments
Lagarde's survey of wet surfaces in games. Intermediate, free.
GDC 2015: The Art of Firewatch
Thumbsticks · Thumbsticks
Gearbox blog on FOV (PC Gamer)
why Borderlands 2 added an FOV slider, and viewing distance versus motion sickness. Beginner, free.
Guide to Player Scale and World Architecture in UE4
Kirill Tokarev · 80 Level
Used on Units, scale and axes, Grids and metrics
How do you blend two normal maps in Unreal Engine 5.7?
Jen S Abbott · ArtStation blog
How to Approach Environment Art (80 Level)
Sebastian Schulz on going from a game art course to Crytek and Remedy. Beginner, free.
Ignacio Castaño: Computing Alpha Mipmaps
why alpha-tested foliage fades out at a distance and how to keep it. Intermediate, free.
Indiana Jones and the Great Circle requirements may put your PC in a museum
Christopher Harper · Tom's Hardware
Used on Ray tracing, Mesh distance fields
Inigo Quilez: Texture repetition
three shader techniques with code, costs and the mipmap fix. Advanced, free.
Used on Tileable materials, Breaking up tiling
Metro Exodus PC Enhanced Edition Out Now With Improved Ray Tracing And DLSS 2.0
NVIDIA · NVIDIA GeForce News
Okan Beyit, "Preparing Assets for Environment Design" (80 Level)
planning a scene around a hierarchy of assets. Beginner to intermediate, free.
Pixar releases OpenSubdiv 3.4
Jim Thacker · CG Channel
Used on Quad, Manifold and non-manifold geometry
Quixel Mixer has been discontinued: get the final version for free
Jim Thacker · CG Channel
RealityScan 2.0: Epic gives RealityCapture a new name and new tricks
Digital Production · Digital Production
Realizing rapid conceptual design with kitbashing
Alitt Khaliq (Unity) · Unity Blog
Used on Kitbashing, Hero assets, props and filler
Retopology: A Comprehensive Guide to 3D Model Optimization
GarageFarm.NET · GarageFarm.NET blog
Used on Retopology, Decimation
Revolutionize Your 3D Workflow with Toolbag's Bevel Shader
How the bevel shader works, its settings and its limitations. Intermediate. Free article; Toolbag is paid.
Substance 3D innovations and pricing updates
Adobe · Adobe Blog
System requirements for Autodesk 3ds Max 2025
Autodesk · Autodesk Support
System Requirements for Autodesk Maya 2024
Autodesk · Autodesk Support
The infamous yellow paint discourse is back for Final Fantasy 7 Rebirth
Cat Bussell · TechRadar
Used on Wayfinding, Affordance
The Procedural Nature of the Horizon Zero Dawn
80 Level · 80 Level
Top ten CV writing tips for game developers (MCV/DEVELOP)
Amiqus's Stig Strand on honesty, gaps, credits and synchronised profiles. Beginner, free.
Unreal Engine 5 and Nanite virtualized geometry (Magnopus)
why baking is painful and how Nanite changes, but does not remove, the pipeline. Intermediate. Free.
Unreal Engine 5 goes all-in on dynamic global illumination with Lumen
Epic's graphics engineers explain why they moved away from baked lighting. Intermediate. Free.
Unreal Engine 5.7 Released
GameFromScratch · GameFromScratch
Video: The world generation tech behind Far Cry 5
Game Developer (talk by Etienne Carrier, Ubisoft) · Game Developer
Watch Epic Games' amazing new Unreal Engine 5 demo
Jim Thacker · CG Channel
Weapon Art Tips: High Poly, UVs, Texturing (80 Level)
Ohle Mathiebe on support loops, bevels and baking for AAA weapons. Intermediate, free.
Used on Roles in 3D game production, Edge ring
Where not to stand in Halo 3
GamesRadar staff · GamesRadar
Used on Playtesting spaces, Telemetry and heatmaps
World of Level Design, "UE5: Guide to Scale, Dimensions and Proportions"
starting values for Unreal. Beginner, free.
Used on Units, scale and axes, Grids and metrics
Wright and Narkowicz: Unreal Engine 5 goes all-in on dynamic global illumination with Lumen
the case for dynamic GI from its engineers. Intermediate, free.
"The Design Secrets of Breath of the Wild" (80 Level)
the triangle rule and other terrain-shaping principles. Beginner, free.
Used on Wayfinding
10 Do's and Don'ts for Landing a Job at a Game Studio (ArtStation Magazine)
a game art recruiter on questions, honesty and attitude. Beginner, free.
80 Level: Creating Stylized Textures for Games
overview of Ishmael Hoover's tutorial, with separate value and colour chapters. Beginner. Paid tutorial.
80 Level: How Tripo is tackling clean topology
a vendor's own account of why generated topology is hard. Intermediate, free.
Used on AI-assisted 3D generation
80 Level: Setting Up Cyberpunk Lighting in Unreal Engine 5
a breakdown that combines neon emissives with rect lights. Intermediate, free.
Used on Emissive materials
80 Level: Studying Complex Materials in Substance Designer (Karen Stanley)
roof tiles and lava, step by step. Intermediate. Free.
Used on Tileable materials
99% Invisible: Interstellar Illusions
a short, readable article on how greebles create scale. Beginner, free.
Used on Greebles
Adrian Courrèges: DOOM (2016) Graphics Study
see where decals fit in a real frame. Advanced, free.
Used on Decals
AI Filters: New Search and Browsing Options
ArtStation · ArtStation Magazine
Used on AI-assisted 3D generation
Alan Zucconi: Billboard Impostors
a readable roundup of impostor techniques and tools. Intermediate, free.
Used on Level of detail (LOD)
Alina Ledeneva: UE5 Triplanar Deep Dive, Part 1
a node-by-node breakdown of WorldAlignedTexture, local versus world space and normals. Intermediate, free.
All-in-one plug-in for Unreal Engine 5 to Gaussian splatting
80 Level · 80 Level
Used on Gaussian splatting
Among Friends: An Uncharted 2 Post-mortem (Engadget)
a report on Lemarchand's GDC 2010 postmortem, including the train level. Beginner, free.
An In-Engine Look at Hogwarts Legacy's Environments
Theodore McKenzie · 80 Level
Andrey Mishkinis: Advanced Terrain Texture Splatting
the clearest step-by-step explanation of the maths, with pictures. Intermediate, free.
Used on Height blending
Art Direction in Video Games (Ricky Baba, Game Developer)
an art director on writing and sharing a style guide. Beginner, free.
Used on Art bibles and style guides
ArtStation Plus: The First Step Towards Your Professional Art Career
ArtStation · ArtStation Magazine
Behance vs ArtStation: What's the best portfolio website?
Creative Bloq · Creative Bloq
Behind The Scenes>> Creating The Cars For Need For Speed The Run
Carl Jarrett and Andy Blackmore · Speedhunters
Used on Polygon and triangle budgets
BlenderNation: Free Auto Retopology with Instant Meshes
a short video walkthrough of a free tool. Beginner, free.
Used on Retopology
Cool thing of the Week: Week 6 (Sculptris)
GameFromScratch · gamefromscratch.com
Used on Sculpting software
Create Sculpted-Looking Edge Details With Decals in Blender
Amber Rutherford · 80 Level
Used on Geodecals
Creating Skyboxes for AAA Games (80 Level)
Halo skybox artist Mukul Soman on layers, cards and slow movement. Intermediate, free.
Used on Forced perspective
Ćwiek et al., "The bouba/kiki effect is robust across cultures and writing systems"
the best large dataset on sound–shape matching, with careful caveats. Advanced, free.
Used on Shape language
Death Stranding and Other Games' Filter Toggles Are Splitting Players
Yi Dao · GameGeeker
Used on Exposure and post-processing
Debugging and Optimizing Memory (Unreal Engine blog)
Ben Zeigler on memreport and tracking down memory use. Advanced, free.
Used on Texture memory (VRAM)
Dev Diary #5: A Dive into Next-Gen Game Development
Andrea Sancio (The Chinese Room) · Paradox Interactive
Used on Shadows and virtual shadow maps
Dev.Mag: Poisson Disk Sampling
a game developer's walkthrough of the algorithm, variable-density placement and uses in games. Intermediate, free.
Used on Poisson disk sampling
Developer creates a basic first person shooter game using Gaussian splats, and you can play it for free in your browser
Zak Killian · Tom's Hardware
Used on Gaussian splatting
Epic: Virtual Shadow Maps in Fortnite Battle Royale Chapter 4
Andrew Lauritzen and Ola Olsson on replacing cascades, caching limits and shadow proxies, with timings. Advanced, free.
Used on Shadows and virtual shadow maps
Everything I learnt about Environment Art (blog series)
Ben Keeling · ArtStation blog
Used on Mesh decals
FastTrack: Creating Custom Decals for Games
a course covering leaks, cracks, edge damage and POM decals from Designer, Painter and ZBrush to UE5. Intermediate, paid.
Used on Decals
Final Fantasy VII fans are fighting over Rebirth's usage of yellow paint
Hitmarker · Hitmarker
Used on Affordance
Final Fantasy VII Rebirth Character Models Compared to FFVII
Jenni Lada · Siliconera
Used on Polygon and triangle budgets
Free tool Materialize converts photos to PBR materials
Jim Thacker · CG Channel
Used on Texturing and material software
Game Developer: 10 seminal game postmortems every developer should read
links to ten classic magazine postmortems. All levels, free.
Used on Postmortems worth reading
Game Developer: Using vorticles to simulate wind in Ghost of Tsushima
a summary of Bill Rockenbeck's GDC 2021 talk on gameplay wind. Intermediate, free.
Used on Wind and world position offset
GDC 2013: Violent games are creatively "too easy" says Spec Ops writer
Omri Petitte · PC Gamer
Used on Ludonarrative dissonance
GDC2008: Master Metrics (Raph Koster's notes)
a summary of a talk on metrics in design, with Mass Effect, Halo and Gears of War examples. Intermediate, free.
Used on Telemetry and heatmaps
Get free Blender modeling and scattering add-on BagaPie 11
Jim Thacker · CG Channel
Used on Modeling software
God Of War: Kratos' Axe Grows 20 Percent When In Hand (TheGamer)
an animator on scaling props for the camera. Beginner, free.
Used on Forced perspective
Gran Turismo 7's Car Models Use 500,000 Polygons Each
Andrew Evans · GTPlanet
Used on Polygon and triangle budgets
Halo Infinite Forge beta: Release date, how to play, and what to expect
Brendan Lowry · Windows Central
Handplane 3D releases free baking tool Handplane Baker
Jim Thacker · CG Channel
Used on UV, retopology and baking tools
How do I showcase a Marmoset scene? (ArtStation)
ArtStation's upload steps and size limits. Beginner, free.
How to Become an Environment Artist for Games (The Rookies)
a High Moon Studios environment artist on training, specialising and his job search. Beginner, free.
Used on A 12-month learning roadmap
How to get a job in games: Crafting the perfect CV
PocketGamer.biz (Mobile Games University) · PocketGamer.biz
Used on CVs and applications
Hussain Dabhiya: Sentinel Drone workflow
a student project that builds and UVs geodecal strips step by step. Beginner, free.
Used on Geodecals
Introducing The Matrix Awakens: An Unreal Engine 5 Experience
Epic Games · Unreal Engine blog
Used on Polygon and triangle budgets
Jakob Nielsen, "Why You Only Need to Test with 5 Users"
the classic argument for small, repeated tests. Beginner, free.
Used on Playtesting spaces
Jay Versluis: Macro Variations for Unreal Landscape Materials
a step-by-step macro setup. Beginner, free.
Used on Detail maps and macro variation
Khronos: glTF Gaussian Splatting extension
the standardisation effort and who is behind it. Beginner, free.
Used on Gaussian splatting
Kuadro: free reference image viewer
Jim Thacker · CG Channel
Lessons learned from building test level for BioShock Infinite: vertical gameplay and fake Skyline travel
Game World Observer · Game World Observer
Used on Blockout (greyboxing)
Level Design Workshop: Blockmesh and Lighting Tips
80 Level · 80 Level
Used on Essential talks and videos
Levelling Up Your Professional Profile: Top Tips (Women in Games)
Room 8 Studio's talent sourcing director on CVs and ArtStation profiles. Beginner, free.
Used on CVs and applications
Ludonarrative Dissonance: What it Meant and What it Means (University of Pittsburgh)
how the term drifted, and the case for dissonance as a device. Advanced, free.
Used on Ludonarrative dissonance
Making Crash Bandicoot – part 3 (via the blog's 'video games' tag archive)
Andy Gavin · All Things Andy Gavin
Used on Polygon and triangle budgets
Marmoset: Revolutionize Your 3D Workflow with Toolbag's Bevel Shader
a step-by-step bake using the bevel shader instead of support loops, with its limits. Intermediate, free.
Used on Bevel shaders
Mastering Toolbag's Bevel Shader: Creases, Baking and Texturing
Jordan Cain · Marmoset
Used on Bevels and chamfers
Megascans No Longer Free After 2024
Amber Rutherford · 80 Level
Used on How this handbook uses sources
Metal Gear Solid 2 – A Technical Retrospective of Hideo Kojima's Masterpiece
Arjun Krishna Lal · GamingBolt
Used on Polygon and triangle budgets
Mick West: Parallax Mapped Bullet Holes
the classic explanation of fake-depth decals and their limits. Advanced, free.
Used on Decals
Microsoft to Debut Final Halo Game (NPR transcript)
inside Microsoft's Halo 3 usability lab. Beginner, free.
Used on Telemetry and heatmaps
Miguel Penabella, "Opened World: The Remains of the Day" (Haywire)
a thoughtful defence of Fallout 4's skeletons. Beginner, free.
Used on Environmental storytelling
Nathan Reed: Depth Precision Visualized
the clearest explanation of why precision runs out, with diagrams and a simulation of reversed Z. Advanced, free.
Used on Z-fighting
New Blender 4.5 LTS Adds Point Cloud Object, Improves Manifold Boolean Operations
All3DP · All3DP
Used on Booleans
Nvidia shows The Witcher 4 forest demo running path tracing on an RTX 4070
Daniel Sims · TechSpot
Used on Polygon and triangle budgets
NVIDIA: What's the Difference Between Ray Tracing and Rasterization?
a short history and plain explanation of both. Beginner, free.
Used on Ray tracing
Octodad: Dadliest Catch Post-Mortem Pt. 1: Summary
Phil Tibitoski · Game Developer
Used on Postmortems worth reading
Opinion: Balance and Flow Maps (Sean Houghton, Game Developer)
balance and flow maps built from kill data, with notes on how much data they need. Intermediate, free.
Used on Telemetry and heatmaps
Orange Turbine releases Retopoflow 4.0 for Blender
Jim Thacker · CG Channel
Used on UV, retopology and baking tools
PIX on Windows: Introduction (Microsoft)
what PIX can capture on DirectX 12 and Xbox. Advanced, free.
Used on Performance and profiling
Pixar, colour and tent poles with Lou Romano (Thunderchunky)
a Pixar colour script artist on tableaux, colour progressions and tent-pole images. Intermediate, free.
Used on Colour scripts
Plasticity NURBS Based 3D Modeller
GameFromScratch · GameFromScratch
Used on CAD and NURBS modeling for games
PlayStation.Blog: Final Fantasy VII Rebirth, the polygonal evolution
a lead character artist on how Cloud grew from 900 to 220,000 polygons. Beginner, free.
Used on Polygon and triangle budgets
Poly Count for Game Assets - How to Prepare AI 3D Models
Tripo · Tripo blog
Used on Polygon and triangle budgets
Post #106 in the series 'The Next 100 Things You Need To Know About People'
Susan Weinschenk · The Team W blog
Used on Shape language
Postmortem: Thief: The Dark Project
Tom Leonard (Looking Glass Studios) · Game Developer
Used on Postmortems worth reading
Proko: On Giving and Receiving Critiques
a short, practical guide to both sides of critique. Beginner, free.
Used on Communities and critique
PureRef 2.0 on CG Channel
features and licence terms of the 2.0 release. Beginner, free.
Quixel Megascans: Scanning Materials for Games and Film (80 Level)
how Quixel built a controlled, automated scanning pipeline. Intermediate, free.
Used on Photogrammetry
Scattering Foliage in Unreal: By Hand vs. Procedurally
StraySpark · StraySpark Studios
SideFX: Far Cry 5
how Ubisoft's procedural tech art team delivered Houdini tools inside its editor. Intermediate, free.
Used on Procedural modeling
SIGGRAPH 2013 shading course
includes talks on Call of Duty: Black Ops II and The Order: 1886. Advanced, free.
Used on Physically based rendering (PBR)
Simplygon Free Tier Simply Gone, Leaving Developers in the Lurch
TechRaptor · TechRaptor
Used on UV, retopology and baking tools
Sketchfab update after Fab launch
what changed for Sketchfab users. Beginner, free.
Sketchfab: Crediting users for 3D model downloads
which CC licences apply and how to credit. Beginner, free.
SOFTIMAGE|XSI Case Study: Konami - METAL GEAR SOLID 4
Yoshiyuki Watanabe · ModDB (repost)
Used on Polygon and triangle budgets
Spec Ops: The Line contextualizes violence through story (Game Developer)
the GDC 2013 talk by lead writer Walt Williams, embedded with a summary. Intermediate, free.
Used on Ludonarrative dissonance
Standard Door Size 101: Important Measurements All Homeowners Should Know
Glenda Taylor, Bob Vila and Tom Scalisi · Bob Vila
Used on Units, scale and axes
Star Citizen asset cost for ships anywhere from $35,000 to $150,000
Simon Priest · GameWatcher
Used on Polygon and triangle budgets
Stephen Hill: Specular Showdown in the Wild West
Toksvig maps, LEAN and CLEAN mapping compared, with images. Advanced, free.
Used on Specular aliasing
Tech Artist Bootcamp and Interviews (GameDev.net)
the 2011 GDC Bootcamp talk list with interviews with technical artists from Volition, CCP, Insomniac, Valve and BioWare Austin. All levels, free.
Used on The technical artist
Tech Note: Profiling & Optimizing on Mobile Devices
Gabor Szauer · Meta Horizon OS Developers Blog
Used on Real-time vs. offline rendering
TechSpot: Assassin's Creed Mirage and chromatic aberration
a short case study of players rejecting a forced effect. Beginner, free.
Used on Exposure and post-processing
The Making of Star Wars: Battlefront (PC Games Hardware, in German)
a detailed report of the GDC talk with locations, kit and numbers. Beginner, free.
Used on Photogrammetry
The new face of NURBS Modeling: Plasticity 1.3
Features and the Blender bridge. Beginner. Free.
Used on CAD and NURBS modeling for games
The Review: The Art of Journey
a critical look at the Journey art book and Matthew Nava's emotive use of colour. Beginner, free.
Used on Colour scripts
The Role of Visual Cues in Game Design: Beyond the Yellow Paint
Feed Me Design · feedme.design
Used on Affordance
The success of Uncharted 2's set pieces had a negative impact on Uncharted 3, designer says
Video Games Chronicle · VGC
The Technology Bringing Mafia: The Old Country to Life (Dev Diary 2)
Hangar 13 / 2K · mafia.2k.com
Used on Polygon and triangle budgets
The Whiteboard Test in Level Design (80 Level)
Robert Yang on a common level design hiring test. Beginner. Free.
Used on Roles in 3D game production
The Witcher 4 Unreal Engine 5 Tech Demo on PS5 revealed
PlayStation.Blog · PlayStation.Blog
Used on Polygon and triangle budgets
This Dumb Industry: Ludonarrative Dissonance (Shamus Young)
a defence of the concept and a critique of the term, with familiar examples. Beginner, free.
Used on Ludonarrative dissonance
Tom Looman: Optimizing Shader Compilation Settings
project settings that cut shader permutations. Advanced, free.
Used on Master materials and instances
Tom Looman: Unreal Engine 5.7 Performance Highlights
a concise summary of Nanite Foliage and other 5.7 changes. Intermediate, free.
Used on Virtualised geometry (Nanite)
Tree Suite - Part 2: Seeing the wood for the trees (George Hulm)
an artist's LOD-to-impostor pipeline for a scanned forest, with triangle counts. Intermediate, free.
Used on Impostors and billboards
UE5: How to Blend or Combine 2 Normal Map Textures Together Using the Material Editor
World of Level Design (AlexG) · World of Level Design
Used on Detail maps and macro variation
UI Texture Size and Compression
benui · Unreal Garden
Unity e-book for level designers
free e-book covering white-boxing and ProBuilder. Beginner, free.
Used on Level editors and blockout tools
Unity has cancelled its controversial Runtime Fee
Video Games Chronicle · Video Games Chronicle
Used on Game engines
Unity: Procedural Stochastic Texturing in Unity
what stochastic texturing does, its cost and which textures it suits. Intermediate, free.
Used on Breaking up tiling
Unreal Engine 4 Optimization Tutorial, Part 4 (Intel)
shader complexity and quad overdraw explained with foliage and particle examples. Intermediate, free.
Used on Overdraw
Unreal Engine 5.4 is now available
Epic Games · Unreal Engine blog
Used on Virtualised geometry (Nanite)
Unreal Engine 5.7: five key features for CG artists
Jim Thacker · CG Channel
Used on Vegetation and procedural tools
Unreal Engine 5.7: foliage, PCG and in-Editor AI
Digital Production · Digital Production
Used on Virtualised geometry (Nanite)
Unreal Engine 5.8 Preview Released
GameFromScratch · GameFromScratch
Used on Virtualised geometry (Nanite)
UPDATED: Horizon: Zero Dawn's Thunderjaw Consists Of 550k Polygons & Stands 24×9 Meters Tall
Aernout van de Velde · Wccftech
Used on Polygon and triangle budgets
Using Repetition for Creative Design (80 Level)
a portfolio scene built almost entirely from repeated assets. Beginner, free.
Used on Art fatigue
Valve releases useful character design guide (CG Channel)
summary and link to Valve's Dota 2 character art guide. Beginner, free.
Used on Art bibles and style guides
Video: 50 common game camera mistakes -- and how to fix them
Game Developer · Game Developer
Video: Inside the art design of Firewatch
Game Developer · Game Developer
Used on Colour for environments
Warren Spector: Postmortem: Ion Storm's Deus Ex
a standard example of the format. Beginner, free.
Used on Postmortems worth reading
What is a Color Script? (StudioBinder)
a short definition, the Pixar origin and a four-step process. Beginner, free.
Used on Colour scripts
What is Motivated Lighting in Film? (StudioBinder)
film examples from 1917, Get Out and Captain Fantastic. Beginner, free.
Used on Motivated lighting
What We Can Learn from Pixar's 24,000-Core Supercomputer
Todd Blankenship · No Film School
Used on Real-time vs. offline rendering
What's included in the Behance Pro plan?
Adobe · Behance Help
Why art tests fail artists and the game dev industry (Game Developer)
Rogelio Delgado's case for fewer, shorter, paid tests. All levels, free.
Used on Art tests
World Creator 4 aims for planetary terrain
Digital Production · Digital Production
Used on Vegetation and procedural tools
World of Level Design, "Blockouts in UE5"
practical notes on Modeling Mode, dynamic meshes and modular pieces. Beginner, free.
Used on Blockout (greyboxing)
World of Level Design: Export Substance Painter textures into UE5
a practical walkthrough of ORM export and import. Beginner, free.
Used on Channel packing (ORM)
World of Level Design: recommended editors
an older but broad list of downloadable editors (2012, updated 2014). Beginner, free.
Used on Level editors and blockout tools
Write an awesome esports & gaming cover letter (Hitmarker)
structure and examples from a games job board. Beginner, free.
Used on CVs and applications
Writing the Ideal CV for the Games Industry (Skillsearch)
a games recruiter on CV length, layout and what to include. Beginner, free.
Used on CVs and applications
ZBrush Perpetual Customers Will No Longer Get Free Upgrades
80 Level · 80 Level
Used on Sculpting software
Nanite: A Deep Dive
Brian Karis · SIGGRAPH 2021, Advances in Real-Time Rendering in Games
Neubelt and Pettineo: Crafting a Next-Gen Material Pipeline for The Order: 1886
runtime layering to vary tiled environment materials. Advanced, free.
Real Shading in Unreal Engine 4 (course notes)
Brian Karis · SIGGRAPH 2013 course: Physically Based Shading in Theory and Practice
Illustrative Rendering in Team Fortress 2
saturation, value and team colours designed for readability. Advanced, free.
Illustrative Rendering in Team Fortress 2 (Valve, NPAR 2007)
how a shipped game kept environments calm so players and objectives read first. Intermediate, free.
Level Design Processes and Challenges (Games and Culture, 2023)
a field study of white boxing and the designer–artist handoff at two studios. Intermediate, free (open access).
De-Lighting in Unity
Unity Technologies (expert guide by Sébastien Lagarde) · Unity-Technologies/DeLightingTool on GitHub
Used on De-lighting, Cross-polarisation
Moi3d Overview (PDF)
Short introduction to NURBS versus polygons. Beginner. Free.
Penty and Wong: Gears of War 4: Creating a Layered Material System for 60fps
live versus cooked layers inside Unreal on Xbox One. Advanced, free.
Stephane Etienne: Large Scale Terrain Rendering in Call of Duty
how a AAA terrain stores and picks dozens of layers. Advanced, free.
Used on Texture streaming, Texture arrays
The Rendering Technology of Killzone 2 (GDC 2009)
Guerrilla's slides on hitting 30 fps with hundreds of lights. Advanced, free.
Used on Frame budgets, Texture memory (VRAM)
The Walt Disney Family Museum, "What is Shape Language?"
a short, illustrated handout on the circle–square–triangle convention, with honest caveats. Beginner, free PDF.
Used on Shape language, Silhouette
Wronski: Assassin's Creed IV GDC 2014 slides
a shipped probe-based GI system with time of day, including memory and bake times. Advanced, free.
Analyzing Spatial User Behavior in Computer Games using Geographic Information Systems
Anders Drachen and Alessandro Canossa · Proceedings of the 13th International MindTrek Conference (ACM)
Used on Telemetry and heatmaps
Bar and Neta, "Humans Prefer Curved Visual Objects" (2006)
four pages; read it to see exactly what was tested. Advanced, free PDF.
Used on Shape language
Bradbury et al.: Guided Ecological Simulation for Artistic Editing of Plant Distributions
research on combining simulation with artist control. Advanced, free.
Brainerd et al.: Efficient GPU Rendering of Subdivision Surfaces using Adaptive Quadtrees
how a production game engine evaluates the limit surface on the GPU. Advanced, free.
Used on Control cage and limit surface
Bridson: Fast Poisson Disk Sampling in Arbitrary Dimensions
a short paper with the linear-time algorithm, easy to implement. Intermediate, free.
Used on Poisson disk sampling
Cambridge Further Graphics: Subdivision surfaces
lecture slides on the maths behind subdivision, including extraordinary vertices. Advanced, free.
Used on Quad
Carbon, "The cycle of preference" (2010)
a counterpoint to fixed rules — curvature preference changes with fashion. Advanced, free PDF.
Used on Shape language
Chris Wyman: Hashed Alpha Testing (GDC 2017)
the talk behind hashed alpha in today's engines. Advanced, free.
Designing for fun: User-testing case studies
Randy Pagulayan, Keith Steury, Bill Fulton and Ramon Romero · Funology 2 (Springer, Human–Computer Interaction Series)
Used on Telemetry and heatmaps
Designing for player experience (Journal of Gaming & Virtual Worlds, 2011)
Ulf Hagen's interview study of how studios communicate a design vision to the whole team. Advanced; journal access may be paid (an earlier version is free in the DiGRA library).
Used on Level design and environment art
Hillaire: A Scalable and Production Ready Sky and Atmosphere Rendering Technique
the research behind modern real-time skies. Advanced, free.
Used on Fog and atmosphere
Instant Field-Aligned Meshes
the paper behind Instant Meshes. Advanced, free.
Used on UV, retopology and baking tools
Kenneth I. Joy: Catmull-Clark lecture notes
a classic course handout deriving the rules from B-splines. Advanced, free.
Used on Subdivision surface modeling
Kerbl et al.: 3D Gaussian Splatting for Real-Time Radiance Field Rendering
the project page with paper, code and data. Advanced, free.
Used on Gaussian splatting
Lagarde and de Rousiers: Moving Frostbite to Physically Based Rendering (slides)
the SIGGRAPH 2014 talk that made the case for photometric units in a AAA engine. Advanced, free.
Used on Physical light units
Michal Valient: Killzone Shadow Fall Demo Postmortem (PDF)
a real seven-step character LOD chain and frame statistics. Intermediate, free.
Used on Polygon and triangle budgets
Natalya Tatarchuk: Practical Parallax Occlusion Mapping with Approximate Soft Shadows
the 2006 paper that set the standard approach, with diagrams of the ray march and LOD. Advanced, free.
Used on Parallax occlusion mapping
Stylization with a Purpose: The Illustrative World of Team Fortress 2 (Valve, GDC 2008)
the clearest published example of a game's visual rules and the reasons behind them. Intermediate, free.
Used on Art bibles and style guides
Synaesthesia: A Window Into Perception, Thought and Language
Vilayanur S. Ramachandran and Edward M. Hubbard · Journal of Consciousness Studies
Used on Shape language
USD Basics Reference (SideFX, PDF)
a printable reference from SideFX's USD basics tutorial. Beginner, free.
Used on USD for environment artists
Virtualized 3D Gaussians: Flexible Cluster-based Level-of-Detail System for Real-Time Rendering of Composed Scenes
Xijie Yang, Linning Xu, Lihan Jiang, Dahua Lin, Bo Dai · SIGGRAPH Conference Papers 2025 (arXiv)
Used on Virtualised geometry (Nanite)
Tracy Fullerton: Game Design Workshop (5th edition)
subtitled "A Playcentric Approach to Creating Innovative Games"; the 5th edition was published by A K Peters/CRC Press on 18 April 2024 (ISBN 9781032607009), following the 4th edition (Taylor & Francis, …
Amazon Lumberyard (No longer offered)
Amazon Web Services · AWS Documentation
Used on Software licensing explained, Game engines
Akenine-Möller et al.: Real-Time Rendering (4th edition)
A K Peters/CRC Press, 1,198 pages, ISBN 978-1138627000, by Tomas Akenine-Möller, Eric Haines, Naty Hoffman, Angelo Pesce, Michał Iwanicki and Sébastien Hillaire. The book's website offers two chapters and two appe…
Used on Books
Chris Solarski: Drawing Basics and Video Game Art
subtitled "Classic to Cutting Edge Art Techniques for Winning Game Design"; Watson-Guptill, 2012, 240 pages, ISBN 9780823098477. A bridge between classical drawing and game design, useful background for comp…
Used on Books
Christopher Totten, An Architectural Approach to Level Design
the book-length version of his architectural approach. Intermediate, paid book.
Used on Layout and flow
Christopher W. Totten: An Architectural Approach to Level Design (2nd edition)
A K Peters/CRC Press, 2019, ISBN 9780815361367. Described by its publisher as "one of the first books to integrate architectural and spatial design theory with the field of level design", covering spatial la…
Used on Books
Color and Light by James Gurney (Norman Rockwell Museum resource page)
the standard painter's book on light and colour, tested against observation. Intermediate, paid book.
Used on Colour for environments
Don Norman: The Design of Everyday Things (Revised and Expanded Edition)
Basic Books, 2013, 368 pages, ISBN 9780465050659. Norman brought "affordance" into design and later argued that the perceivable part should be called a signifier. Core reading for affordance and signifier. B…
Used on Books
Francis D. K. Ching: Architecture: Form, Space, & Order (4th edition)
fourth edition, 2015, 447 pages, ISBN 9781118745083. An architecture book on form and space; read it for ideas about massing, openings and circulation that carry over to blockouts and kit design. Beginner to intermedi…
Used on Books
Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Fourth Edition
Tracy Fullerton · Taylor & Francis Group (Open Library catalogue record, ISBN 9781138098770)
Used on Books
James Gurney: Color and Light, A Guide for the Realist Painter
Andrews McMeel Publishing, 2010, 222 pages, ISBN 9780740797712. Written for painters, but it covers the same relationships of light and colour that you balance in a lit scene. Read it alongside light and shadow, colou…
Used on Books
Jesse Schell: The Art of Game Design, A Book of Lenses (3rd edition)
A K Peters/CRC Press, 2019, 652 pages, ISBN 9781138632059. Organised, as its subtitle says, around design "lenses"; useful when you need to argue why a space or prop serves the player. Beginner, paid.
Used on Books
Kevin Lynch: The Image of the City
The M.I.T. Press, ISBN 9780262620017. Lynch's 1960 study concluded that people build mental maps from five elements: paths, edges, districts, nodes and landmarks. The foundation under most writing on wayfinding. B…
Used on Books
Naughty Dog: The Art of the Last of Us Part II
Dark Horse Books with Naughty Dog, 24 June 2020, 200 full-colour pages, hardcover, listed at $49.99, ISBN 9781506713762; original art with creator commentary. Compare its paintings with the material breakdowns by Naug…
Used on Books
The Art of Pixar: The Complete Colorscripts (book listing)
the collected colour scripts of Pixar's features, the best way to see many full strips. All levels, paid.
Used on Colour scripts
glTF 2.0 Specification
Khronos Group · Khronos Group (GitHub)
Godot: Standard Material 3D
short, practical notes on baked AO versus SSAO. Beginner, free.
Godot: BaseMaterial3D class reference
the transparency modes and their trade-offs in one place. Beginner, free.
Nanite Virtualized Geometry in Unreal Engine
Epic Games · Unreal Engine 5.8 Documentation
Viewport Overlays
Blender Foundation · Blender 3.5 Manual
Blender Manual: Mesh Structure
edges, loops, rings and poles with illustrations. Beginner, free.
Epic Games, "FBX Static Mesh Pipeline"
the naming rules for custom collision. Beginner, free.
FBX Import Options Reference (Epic)
Remove Degenerates and the other mesh import options. Intermediate, free.
Half-Life 2: Episode Two developer commentary (transcript)
many small examples of items placed to guide and explain. Beginner, free.
Used on Hero assets, props and filler, Playtesting spaces, Critical path, Sightlines and vistas, Wayfinding, Breadcrumbing and 4 more
Importing images (documentation source)
Godot Engine contributors · Godot documentation (GitHub)
Blender FAQ
what the GPL means for the work you make in Blender. Beginner, free.
OpenSubdiv: Subdivision Surfaces
the theory behind why cage quality matters. Advanced, free.
Used on Ways to build a 3D model, Box modeling, Subdivision surface modeling, Control cage and limit surface, Edge crease, Topology and 3 more
Blender Manual: 3D Print Toolbox
the Degenerate, Intersections and non-manifold checks. Beginner, free.
Used on Vertex, Edge, N-gon, Normals (face and vertex), Manifold and non-manifold geometry, Degenerate geometry and 2 more
Lit material Inspector reference (HDRP)
Unity Technologies · High Definition Render Pipeline manual 17.0
Lit shader material Inspector window reference for URP
Unity Technologies · Unity Manual (6000.2)
Used on Physically based rendering (PBR), Texture maps explained, Base colour (albedo) map, Roughness map, Metallic map, Normal map and 2 more
Static Mesh Editor UI
Epic Games · Unreal Engine Documentation
Texture Compression Settings (Unreal Engine 4.27)
Epic Games · Unreal Engine documentation
Default texture import settings reference
Unity Technologies · Unity Manual (6000.2)
Heads Up Display (HUD) Options
Autodesk · Maya 2026 Help
Mask map and detail map (HDRP)
Unity Technologies · High Definition Render Pipeline manual 17.0
Used on Texture maps explained, Roughness map, Metallic map, Normal map, Ambient occlusion, Channel packing (ORM) and 1 more
Model tab (FBX Importer settings)
Unity Technologies · Unity Manual 2018.2
Used on Anatomy of a polygon mesh, Vertex, Edge, Quad, Normals (face and vertex), Triangulation and 1 more
Nanite Virtualized Geometry
Epic Games · Unreal Engine Documentation
Normal Map Baking
Digital Extremes · Warframe Steam Workshop guide
Used on Topology, Smoothing, hard edges and smoothing groups, UV mapping, UV seams and islands, Baking, Bake cage and 1 more
Autodesk Maya Help: Cleanup Options
every problem Maya's Cleanup can find and fix. Intermediate, free.
Blender 4.5 LTS: Pipeline & I/O release notes
what changed in Blender's FBX, glTF, OBJ and USD support. Intermediate. Free.
Epic: Lumen Global Illumination and Reflections
how Lumen handles occlusion and material AO. Intermediate, free.
Lumen Technical Details
Epic Games · Unreal Engine Documentation
Nomad Sculpt manual: Topology
a clear comparison of multiresolution, voxel remeshing and dynamic topology that applies to any tool. Beginner, free.
Physically Based Materials in Unreal Engine
Epic Games · Unreal Engine documentation
Preparing your model files for export
Unity Technologies · Unity 6.6 Manual
Render Baking (Cycles)
Blender Foundation · Blender Manual (2.93)
Viewport Modes in Unreal Engine
Epic Games · Unreal Engine documentation
Blender Manual: Subdivision Surface Modifier (2.83)
how loops and creases control sharpness under subdivision. Beginner, free.
Epic: Static Mesh Automatic LOD Generation
how Unreal reduces meshes for LODs. Beginner, free.
Nanite Technical Details
Epic Games · Unreal Engine Documentation
Node type customization using name suffixes
Godot Engine contributors · Godot Engine documentation (source on GitHub)
Triangulating before baking
Adobe · Substance 3D Bakers documentation
Unity: URP Asset reference
cascade count, split distances and soft shadow settings in URP. Beginner, free.
Virtual Shadow Maps
Epic Games · Unreal Engine Documentation
3D lights and shadows
Godot Engine contributors · Godot Engine documentation (source on GitHub)
Adobe: Image To Material
the AI Powered and B2M single-photo modes. Beginner. Free.
Baking Tips & Tricks
Marmoset · Marmoset Toolbag documentation
Editing (UV Editor tools)
Blender Foundation · Blender Manual (3.6)
Environment and post-processing
Godot Engine contributors · Godot Engine documentation (source on GitHub)
Epic Games, "Greyboxing in Unreal Editor for Fortnite"
a short, official walkthrough of the greybox-then-iterate loop. Beginner, free.
Epic: Lumen Technical Details
wall thickness rules and leak settings for Lumen. Intermediate, free.
Epic: World Partition HLOD
how Unreal combines distant objects to save draws. Intermediate, free.
Landscape Materials in Unreal Engine
Epic Games · Unreal Engine documentation
MESHmachine documentation
MACHIN3 · machin3.io
Meta: Device Optimization Comparison
per-frame draw call targets for Quest 2 and Quest 3. Beginner, free.
OpenGL Wiki: Face Culling
the technical explanation of front and back faces and winding order. Intermediate, free.
Select Loops
Blender Foundation · Blender Manual (3.3, German edition)
SideFX Apprentice FAQs
a detailed example of non-commercial restrictions. Beginner, free.
Substance 3D Painter: How to bake mesh maps
Painter's three cage methods. Beginner, free.
Units of Measurement in Unreal Engine
Epic Games · Unreal Engine 5.8 Documentation
Using Physical Lighting Units
Epic Games · Unreal Engine Documentation
3D Capture: Equipment
Adobe · Substance 3D Sampler documentation
Adobe: Metal Edge Wear generator
every parameter, including curvature types and AO masking. Beginner, free.
Aliasing on UV seams
Adobe · Substance 3D Bakers documentation
Ambient Occlusion from Mesh
Adobe · Substance 3D Bakers documentation
Blender Manual: Bevel Modifier
Every setting explained, including Harden Normals and miters. Beginner. Free.
Blender Manual: Triangulate Modifier
every quad and n-gon split method explained in a few lines. Beginner, free.
Blender release notes
the official record of what changed in each Blender version; check them before following an older tutorial. All levels. Free.
CharacterBody3D (class reference source)
Godot Engine contributors · Godot Engine (GitHub)
COLMAP license
COLMAP contributors · colmap.github.io
Common parameters (Substance bakers)
Adobe · Substance 3D Bakers documentation
Coordinate System and Spaces in Unreal Engine (Epic)
Unreal's axes and its world, local and other spaces. Beginner, free.
Creating models outside of Unity
Unity Technologies · Unity 2019.4 Manual
Delight (AI Powered)
Adobe · Substance 3D Sampler documentation
DynaMesh Sculpting Essentials
Maxon · ZBrush for iPad Help
Epic: Instanced Static Mesh Component
the instancing side of HLOD, with memory figures. Intermediate, free.
Epic: Texturing Material Functions
reference for HeightLerp and WorldAlignedTexture. Beginner, free.
Epic: Using Mesh Decals in Unreal Engine
offsets, blending and limitations. Intermediate, free.
Godot: 3D lights and shadows
practical tuning of splits, bias and fade. Beginner, free.
Godot: Environment and post-processing
adjustments, gradients and 3D LUT import. Beginner, free.
Hammer (Source 2)
Valve Developer Community · Valve Developer Community
Hammer Overview (Source 2 Level Design)
Valve Developer Community · Valve Developer Community
Hierarchical Level-Of-Detail (Simplygon 10.4)
Simplygon / Microsoft · Simplygon Documentation
Install Roblox Studio
Roblox · Roblox Creator Hub
Introduction to 3D
Godot Engine contributors · Godot Engine 4.5 Documentation
Introduction to global illumination
Godot Engine contributors · Godot Engine documentation (source on GitHub)
Licenses and Pricing in Fab
Epic Games · Fab documentation
Lumen Global Illumination and Reflections
Epic Games · Unreal Engine Documentation
Material Inputs (Unreal Engine 4.27)
Epic Games · Unreal Engine documentation
Maya Unfold UVs options
official reference for Maya's unfold settings. Intermediate, free.
Mesh parts bleed between each other
Adobe · Substance 3D Bakers documentation
Meta: WebXR Performance Optimization Workflow
the clearest short explanation of draw call cost, with batching advice that applies beyond WebXR. Beginner, free.
Model tab (FBX Importer)
Unity Technologies · Unity 2022.3 Manual
Multiresolution Modifier
Blender Foundation · Blender Manual
Optimization using MultiMeshes
Godot Engine contributors · Godot Engine documentation (source on GitHub)
Rotation and orientation in Unity
Unity Technologies · Unity 2022.3 Manual
Sculpt
Pilgway · 3DCoat Documentation
SideFX: Houdini Engine PCG overview
running Houdini tools inside Unreal's PCG graph. Advanced, free.
Stat Commands in Unreal Engine (Epic)
stat unit, stat gpu, stat streaming and stat memory. Beginner, free.
Substance 3D Designer overview
Adobe · Substance 3D Designer documentation
Toolbar (Sculpt Mode)
Blender Foundation · Blender 3.6 Manual
Understanding Adaptive Probe Volumes (HDRP 17)
Unity Technologies · High Definition Render Pipeline manual
Unity Manual, "Mesh collider component reference"
convex limits and when to prefer primitives. Beginner, free.
Unity Manual: Anatomy of a mesh
how an engine actually stores vertex attributes and index data. Beginner to intermediate, free.
Unity: Terrain settings reference
tree, billboard and detail distances. Beginner, free.
Unreal Editor for Fortnite
Epic Games · Epic Developer Community
Unreal Engine: Building Texture Streaming Data
the streaming view modes and what their colours mean. Intermediate, free.
Unreal Units
Epic Games · Unreal Developer Network (UDK documentation)
UV tools (Lightmap Pack)
Blender Foundation · Blender Manual (3.6)
Xbox Accessibility Guideline 103 (Microsoft)
Microsoft's guideline on extra channels for visual and audio cues, with examples from Forza Horizon 4, Sea of Thieves and Call of Duty. Beginner, free.
3D antialiasing (documentation source)
Godot Engine contributors · Godot documentation (GitHub)
Adobe: OpenGL vs DirectX normal format
a short, clear explanation of the green channel. Beginner, free.
Used on Tangent space and MikkTSpace, Normal map
Adobe: Smart materials and masks
official reference for creating, sharing and the update limits. Beginner, free.
Adobe: Substance 3D Painter export settings
bit depth per file format, dithering and padding options. Beginner, free.
ambientCG licence
CC0 terms with suggested credit wording. Beginner, free.
Auto Exposure
Epic Games · Unreal Engine Documentation
Available 3D formats
Godot Engine contributors · Godot Engine documentation (source on GitHub)
Used on glTF, A free and open-source pipeline
Blender Manual: Decimate Modifier
every mode and option explained (the page text is in English). Beginner, free.
Used on Polygon and triangle budgets, Decimation
Blender Manual: Distribute Points on Faces
Random and Poisson Disk scattering on meshes. Beginner, free.
Blender Manual: glTF 2.0
the clearest practical guide to how node setups map to glTF materials. Intermediate, free.
Used on glTF, A free and open-source pipeline
Blender Manual: Loop Cut and Slide
number of cuts, smoothness and even sliding. Beginner, free.
Used on Extrude, inset and loop cut, Face loop
Blender Manual: Subdivision Surface Modifier
weighted edge creases and the Use Creases option. Beginner, free.
Boolean
Plastic Software · Plasticity documentation
Used on CAD and NURBS modeling for games, Booleans
Budget (Valve Developer Community)
Source's budget targets and the showbudget tool. Beginner, free.
Cinematic Cameras in Unreal Engine
filmback, lens presets, focal length and focus on the Cine Camera Actor. Intermediate, free.
Create and use Materials and Smart Materials
Adobe · Substance 3D Painter documentation
Creating models for optimal performance
Unity Technologies · Unity 6.6 Manual
DECALmachine: Atlasing
how a decal tool packs decals for game engines. Intermediate. Free documentation (paid add-on).
Default Output templates (export presets)
Adobe · Substance 3D Painter documentation
Dyntopo
Blender Foundation · Blender Manual
Edit Pivot Tool in Unreal Engine
Epic Games · Unreal Engine 5.8 Documentation
Encoding Stage UpAxis
Pixar Animation Studios · OpenUSD API documentation
Epic Games, "Setting Up Collisions With Static Meshes in Unreal Engine"
K-DOP, auto-convex and hand-fitted shapes with the chair example. Beginner, free.
Used on Collision meshes, Convex decomposition
Epic: Adding Detail Textures to Unreal Engine Materials
the DetailTexturing function and its limits. Beginner, free.
Epic: Color Grading and the Filmic Tonemapper
Unreal's grading controls and the limits of LDR LUTs. Intermediate, free.
Used on Tonemapping, Colour grading and LUTs
Epic: Foliage Mode
painting tools, culling and instancing. Beginner, free.
Epic: Instanced Materials in Unreal Engine
instances, static parameters and permutations, from the source. Beginner, free.
Epic: Landscape Technical Guide
heightmap formats, Z scale and the 16-bit range. Intermediate, free.
Epic: Mesh Distance Fields
what they store, resolution settings and every known limitation. Intermediate, free.
Epic: Procedural Content Generation Overview
the concepts behind Unreal's PCG graphs. Intermediate, free.
Epic: Texture Format Support and Settings
texture groups, LOD bias and memory tables. Intermediate, free.
Export OBJ
Plastic Software · Plasticity documentation
Export Scene Operators (bpy.ops.export_scene.fbx)
Blender Foundation · Blender 3.3 Python API Documentation
Used on Normals (face and vertex), Triangulation
Field of View (Valve Developer Community)
Hor+ FOV, distortion and cinematic screenshot advice from Source. Beginner, free.
Fillet Shell
Plastic Software · Plasticity documentation
Fortnite-Ready Assets Best Practices
Epic Games · Fortnite (UEFN) Documentation
Godot documentation, "Node type customization using name suffixes"
import hints for collision and physics bodies. Beginner, free.
Used on Collision meshes, Convex hull
Godot: Available 3D formats
why Godot recommends glTF and when to use .gltf over .glb. Beginner, free.
Used on glTF, A free and open-source pipeline
Godot: Introduction to global illumination
a fair comparison of baked and real-time options with recommendations per platform. Beginner, free.
Godot: Optimization using MultiMeshes
instancing in Godot and its culling limits. Intermediate, free.
Used on Instancing, Foliage and vegetation
GPU Gems 3: The Importance of Being Linear
the classic explanation of gamma, linear lighting and filtering, with pictures of each mistake. Intermediate, free.
Used on Colour space: sRGB and linear, Mipmaps
Half-Life 2 developer commentary (transcript)
Valve's notes on choreography, framing and triggers. Beginner, free.
Hammer
Valve Developer Community · Valve Developer Community
Importing model files
Unity Technologies · Unity 6.6 Manual
Used on The game asset pipeline, 3D file formats
Introduction to mipmap streaming
Unity Technologies · Unity Manual (6000.2)
Used on Texture streaming, Texture arrays
Light Modes (introduction)
Unity Technologies · Unity Manual
Live Boolean Essentials (Maxon)
How Live Boolean subtools work in ZBrush. Beginner. Free.
Used on Hard-surface modeling, Booleans
Marmoset Toolbag documentation: Surface module
every bevel setting, including angle limits and vertex colour masks. Intermediate, free docs; Toolbag is paid.
Used on Bevels and chamfers, Bevel shaders
Marmoset: Bake Groups
how groups and their High and Low slots work. Beginner, free.
Material Functions in Unreal Engine
Epic Games · Unreal Engine documentation
Meshroom manual
the open-source photogrammetry pipeline. Intermediate, free.
Model tab (FBX Importer)
Unity Technologies · Unity Manual
Used on Lightmap UVs, Tangent space and MikkTSpace
Modeling Mode in Unreal Engine
Epic Games · Epic Developer Community
Movie Render Pipeline in Unreal Engine (Epic Games)
the official overview of Movie Render Graph, Queue and Quick Render. Intermediate, free.
Normal Blend Node (Shader Graph 17)
Unity Technologies · Unity documentation
Normal map (Bump mapping)
Unity Technologies · Unity Manual
Performance Guidelines (PC SDK)
Meta · Meta Horizon Developers
Used on Polygon and triangle budgets, Draw calls
Polybrush
Unity Technologies · Unity Package Documentation
Primitive Topologies
Microsoft · Microsoft Learn (Direct3D 11)
Used on Anatomy of a polygon mesh, Triangle
RealityScan step-by-step guide
Epic Games · Epic Developer Community
Recommended Asset Naming Conventions in Unreal Engine projects
Epic Games · Unreal Engine 5.8 Documentation
Used on Export checklist, Naming conventions
Reflection probes
Godot Engine contributors · Godot Engine documentation (source on GitHub)
Runtime Virtual Texturing
Epic Games · Unreal Engine Documentation
Used on Terrain and landscapes, Virtual texturing
S&box
Valve Developer Community · Valve Developer Community
Scene view View Options toolbar (Draw modes)
Unity Technologies · Unity Manual
Used on Performance and profiling, Overdraw
SciFi Bunk: Material Instancing
Liam Tart (PogoP), community tutorial · Unreal Engine 4.27 documentation
Settings preferences
Autodesk · Maya 2024 Help
Shader variants
Unity Technologies · Unity Manual (Unity 6)
Shading language
Godot Engine contributors · Godot Engine documentation (source on GitHub)
Stationary Light Mobility
Epic Games · Unreal Engine Documentation
Structure
Blender Foundation · Blender Manual (source file, main branch)
Used on Extrude, inset and loop cut, Face loop
Subdivision Surface
Maxon · Cinema 4D R23 Help
Substance Bakers: common issues
Adobe's pages on seams, gradients, bleeding and aliasing. Beginner, free.
Used on Baking, Fixing baking artefacts
Substance: Matching by Name
suffixes and setup in Adobe's bakers. Beginner, free.
Used on Baking, Bake groups and exploded bakes
Supported systems (Substance 3D Painter)
Adobe · Adobe Experience League
System requirements for Unity 6
Unity Technologies · Unity Manual
Used on Choosing tools: an overview, Game engines
Texture Streaming Configuration
Epic Games · Unreal Engine documentation
Used on Mipmaps, Texture streaming
TextureImporter.flipGreenChannel
Unity Technologies · Unity Scripting Reference (6.3 LTS)
Used on Tangent space and MikkTSpace, Normal map
Tool palette: Geometry > DynaMesh
Maxon · ZBrush for iPad Help
UDK: Unwrapping UVs for Lightmaps
an older but very clear guide with worked box and fragmented examples. Intermediate, free.
Used on UV packing and padding, Lightmap UVs
Units Setup Dialog
Autodesk · 3ds Max 2016 Help
Unity Manual: Character Controller
the step, slope and skin-width settings a gym tests. Beginner, free.
Unity Manual: Draw call batching
why shared materials matter and where atlasing fits. Beginner. Free.
Unity Manual: Modeling characters for optimal performance
the short explanation of why engine vertex counts are higher. Beginner, free.
Used on Anatomy of a polygon mesh, Vertex
Unity: Baked Lighting Settings
every lightmapper setting explained. Beginner, free.
Unity: Fix issues with Adaptive Probe Volumes
the clearest explanation of why probe grids leak and every tool for fixing it. Intermediate, free.
Unity: LOD Group
screen-height thresholds and fade modes. Beginner, free.
Unity: Material Variants
parent/child materials in Unity. Beginner, free.
Unity: Physical light units (HDRP)
definitions and tables of real-world lux and lumen values. Beginner, free.
Used on Physical light units, Time of day
Unreal Engine Material Properties
Epic Games · Unreal Engine documentation
Unreal Engine PCG Framework docs
official guides to PCG, PCG Biome and the Procedural Vegetation Editor. Intermediate, free.
Unreal Engine: Streaming Virtual Texturing
see the UDIM section for import rules. Intermediate, free.
Used on UDIMs, Virtual texturing
Unreal Engine: Understanding Lightmapping
Epic's full guide to lightmap UV layout, padding and resolution. Intermediate, free.
Used on Texel density, Lightmap UVs
unreal.CharacterMovementComponent
Epic Games · Unreal Engine Python API documentation
Using UV Channels with Static Meshes in Unreal Engine
Epic Games · Unreal Engine documentation
Used on UV mapping, Lightmap UVs
Using VisualShaders
Godot Engine contributors · Godot Engine documentation (source on GitHub)
UTexture2DArray (API reference)
Epic Games · Unreal Engine documentation
Used on Texture streaming, Texture arrays
Volumetric Cloud Component
Epic Games · Unreal Engine Documentation
Used on Sky, clouds and volumetrics, Time of day
Weighted Normal Modifier
Blender Foundation · Blender Manual (2.82)
3D Skybox (Valve Developer Community)
how Source builds distant scenery at 1/16 scale, with performance warnings. Intermediate, free.
Used on Forced perspective
ACES: Output Transforms
how ACES turns scene light into display images, including the 2.0 changes. Advanced, free.
Used on Tonemapping
Activating and Using Mesh Paint Mode in Unreal Engine
Epic Games · Unreal Engine documentation
Used on Vertex painting and blending
Adobe: Anchor Point
how references work in the layer stack. Intermediate. Free.
Adobe: Is dithering applied to baked textures?
when Designer and Painter dither automatically. Beginner, free.
Used on Bit depth and banding
Adobe: Multiangle To Material
building materials from multi-light photo sets. Intermediate. Free.
Advanced Import Settings
Godot Engine contributors · Godot Engine documentation (source on GitHub)
Used on Convex decomposition
Ambient Occlusion (Unreal Engine 4.27)
Epic Games · Unreal Engine documentation
Used on Ambient occlusion
Android Developers: Geometry
mobile triangle examples, micro-triangles and LOD ratios. Beginner, free.
Used on Polygon and triangle budgets
Apple: Optimize your 3D assets for spatial computing (WWDC24)
Vision Pro triangle guidance and asset tips, with transcript. Beginner, free.
Used on Polygon and triangle budgets
Beyond Skyrim Wiki: Hiding Texture Seams with Blended Decals
the vertex-alpha skirt, step by step. Intermediate, free.
Used on Geodecals
Blender <-> Marmoset Toolbag - Baker Bridge (documentation)
Add-on author · Superhive Market
Used on The high-to-low workflow
Blender manual source: Texture Painting
requirements and limits of Blender's built-in painter. Beginner. Free.
Blender Manual: Bevel Node
short reference with the cost warning and limitations. Beginner, free.
Used on Bevel shaders
Blender Manual: Boolean Modifier
Official reference for operations, solvers and the manifold warning. Beginner. Free.
Used on Booleans
Blender Manual: brush Texture and Texture Mask
the mapping modes explained, useful in any sculpting tool. Beginner, free.
Used on Alphas and stamps
Blender Manual: Clean Up
Degenerate Dissolve, Delete Loose and the other clean-up tools. Beginner, free.
Used on Degenerate geometry
Blender Manual: Color Attributes
domains, data types and painting modes. Beginner, free.
Used on Vertex colours
Blender Manual: Extrude Region
how extrude decides what to duplicate and what to connect. Beginner, free.
Used on Extrude, inset and loop cut
Blender Manual: Format
resolution, aspect and frame rate. Beginner, free.
Blender Manual: Geometry Nodes introduction
the starting point for procedural modeling in Blender. Beginner, free.
Used on Procedural modeling
Blender Manual: Inset Faces
every inset option, including Outset and Edge Rail. Beginner, free.
Used on Extrude, inset and loop cut
Blender Manual: Select Loops
edge loop, face loop, edge ring and boundary-loop selection with shortcuts. Beginner, free.
Used on Face loop
Blender UV tools
reference for every built-in unwrap operator. Beginner, free.
Used on UV, retopology and baking tools
Camera component (Unity Manual)
FOV axis, physical camera settings and clipping planes. Beginner, free.
Camera.fieldOfView
Unity Technologies · Unity Scripting API (6000.0)
CameraComponent (Python API)
Epic Games · Unreal Engine Documentation
Changing parameters (Substance 3D for Unity)
Adobe · Substance 3D integrations documentation
Cinematic Rendering Image Quality Settings (Epic Games)
spatial and temporal samples, warm-up and tiling. Intermediate, free.
COLMAP documentation
the open-source SfM/MVS pipeline many research tools build on. Advanced, free.
Common Techniques to Improve Shadow Depth Maps (Microsoft)
the classic explanation of acne, peter-panning, slope-scaled bias and near/far planes. Advanced, free.
Used on Shadow bias and shadow acne
Composite Texture (Unreal Engine 4.27)
Epic Games · Unreal Engine documentation
Used on Specular aliasing
Coordinate System (Houdini Engine for Unreal)
a worked example of converting Y-up right-handed to Z-up left-handed. Intermediate, free.
Coordinate Systems (Verge3D Wiki)
a short comparison of up axes and handedness across Blender, 3ds Max, Maya and engines. Beginner, free.
Creating Normal Maps
Epic Games · Unreal Developer Network (UE3/UDK documentation)
Used on Tangent space and MikkTSpace
DECALmachine documentation
decal creation, trim sheets and export to engines. Intermediate, free docs for a paid add-on.
Used on Mesh decals
Division B, Part 9, Section 9.8: Stairs, Ramps, Handrails and Guards
Province of British Columbia · British Columbia Building Code (B.C. Reg. 108/2007)
Used on Units, scale and axes
EColorVisionDeficiency
Epic Games · Unreal Engine API Reference
Epic Games, "Simple versus Complex Collision"
what each Collision Complexity option does. Intermediate, free.
Used on Collision meshes
Epic: Decal Materials in Unreal Engine
blend modes, DBuffer, Decal Response and performance notes. Intermediate, free.
Used on Decals
Epic: Exponential Height Fog
every height and volumetric fog setting explained. Beginner, free.
Used on Fog and atmosphere
Epic: Material Blend Modes
every Unreal blend mode with examples. Beginner, free.
Epic: Material Editor UI
where to find stats and previews. Beginner, free.
Used on Shaders for artists
Epic: Mesh Paint Tool Reference
every tool and setting in Mesh Paint mode. Beginner, free.
Used on Vertex painting and blending
Epic: Nanite Foliage
how the Witcher 4 demo's multi-million-polygon trees were made manageable. Advanced, free.
Used on Polygon and triangle budgets
Epic: Overview of Substrate Materials
slabs, operators and the per-pixel budget. Advanced, free.
Used on Material layers and Substrate
Epic: Pivot Painter Tool 2.0
storing hierarchy and pivot data for layered foliage motion. Intermediate, free.
Used on Wind and world position offset
Epic: Setting Up a Texture Blended Material for Vertex Weights Painting
step-by-step 2- to 5-way blend graphs. Beginner, free.
Used on Vertex painting and blending
Epic: Sky Atmosphere Component
physically based sky, time of day and planetary settings. Intermediate, free.
Used on Fog and atmosphere
Epic: Texture Streaming Overview (4.27)
how the streamer chooses and drops mips. Intermediate, free.
Epic: Using Material Layers in Unreal Engine
the layer and blend assets, the Material Attribute Layers node and instance workflow. Intermediate, free.
Used on Material layers and Substrate
Epic: Using the Emissive Material Input
bloom, Lumen and static lighting with emissive materials. Beginner, free.
Used on Emissive materials
Exposure
Unity Technologies · High Definition RP 17 documentation
Used on Exposure and post-processing
Frame Debugger (Unity Manual)
stepping through a frame's rendering events in Unity. Intermediate, free.
Used on Performance and profiling
Geometry Brush Actors in Unreal Engine
Epic's guide to brush-based blockout. Beginner, free.
Used on Level editors and blockout tools
Geometry Nodes (Blender 4.0 Manual)
Blender Foundation · Blender Manual
Used on Vegetation and procedural tools
Getting started with ray tracing (HDRP 17)
Unity Technologies · High Definition Render Pipeline manual
Used on Ray tracing
Git LFS: File Locking
how lockable files and lock commands work. Intermediate, free.
Used on Source control for artists
glTF 2.0 (import/export add-on)
Blender Foundation · Blender Manual (2.93)
Used on Shaders for artists
glTF extension registry
every ratified and in-progress extension, each with its specification. Advanced, free.
Used on glTF
Godot: Advanced Import Settings
collision shape types and decomposition precision in the import dock. Beginner, free.
Used on Convex decomposition
Godot: Introduction to shaders
a clear, engine-agnostic explanation of what shaders are and how vertex and fragment stages work. Beginner, free.
Used on Shaders for artists
Godot: Prototyping levels with CSG
official CSG tutorial. Beginner, free.
Used on Level editors and blockout tools
Godot: Reflection probes
update modes, box projection and interior mode in plain language. Beginner, free.
Godot: Using decals
(source text of the official manual page): clear explanation of decal textures, fades and performance trade-offs. Beginner, free.
Used on Decals
Godot: Using VoxelGI
practical leak fixes for a voxel GI system. Beginner, free.
Used on Light leaking
Godot: Volumetric fog and fog volumes
froxels, fog volumes and their limits in plain language. Beginner, free.
Used on Fog and atmosphere
Harden or soften polygon shading with vertex normals
Autodesk · Maya 2026 Help
Hardware and Software Specifications for Unreal Engine
Epic Games · Epic Developer Community
Used on Game engines
Houdini documentation: Modeling
entry point to procedural modeling in Houdini. Intermediate, free.
Used on Ways to build a 3D model
Houdini: Labs Impostor Texture
frame counts, sprite resolution and atlas outputs in a production tool (now replaced by the Labs Impostor Baker SOP). Intermediate, free docs.
Used on Impostors and billboards
Image Texture Node
Blender Foundation · Blender Manual (2.93)
Import a texture (Unity Manual)
supported formats, layer flattening and HDR handling. Beginner, free.
Used on Texture file formats
Import configuration (3D scenes)
Godot Engine contributors · Godot Engine documentation (source on GitHub)
Used on Vertex painting and blending
Introduction (Omniverse Developer Overview)
NVIDIA · NVIDIA Omniverse documentation
Used on USD for environment artists
Introduction to 3D (Godot)
Godot's units, axes and coordinate system. Beginner. Free.
Used on Units, scale and axes
Introduction to mipmaps
Unity Technologies · Unity Manual (6000.2)
Introduction to USD (OpenUSD)
the official overview of layers, references, variants and payloads. Intermediate, free.
Used on USD for environment artists
J.A.C.K.
Valve Developer Community · Valve Developer Community
Used on Level editors and blockout tools
KTX (Khronos)
the KTX 2.0 container and Basis Universal. Intermediate, free.
Used on Texture file formats
Light Collab: Cross-Polarization Photography for Textures
kit list, steps and the subtraction method for a specular map. Intermediate, free.
Used on Cross-polarisation
Linux Development Requirements for Unreal Engine
Epic Games · Epic Developer Community
Used on Game engines
LitInput.hlsl (URP Lit shader source)
Unity Technologies · Unity Graphics repository (GitHub)
Used on Channel packing (ORM)
LOD Group (Unity 5.6 Manual, legacy)
Unity Technologies · Unity Documentation
Used on Level of detail (LOD)
LOD Technical Information
Asobo Studio / Microsoft · Microsoft Flight Simulator 2024 SDK Documentation
Used on Polygon and triangle budgets
Mari Non-Commercial
full list of limits in the free version. Beginner, free.
Used on Texturing and material software
Marmoset Viewer: Set Up Your Scene
export and embedding guide for .mview files. Beginner, free.
Marmoset: Tangent & Handedness
short explanation of tangent space choice and Flip Y. Beginner, free.
Used on Tangent space and MikkTSpace
Masking and effects
Adobe · Substance 3D Painter documentation
Maxon: Decimation Master
the official plugin documentation for ZBrush. Beginner, free.
Used on Decimation
Maxon: ZSphere Essentials
building, editing and skinning a ZSphere chain, step by step. Beginner, free.
Used on Base meshes for sculpting
Maya Help: Crease polygonal edges and vertices
a plain statement of what a crease number means per level. Beginner, free.
Used on Edge crease
Maya Quad Draw
Autodesk's retopology tool docs. Intermediate, free.
Used on UV, retopology and baking tools
Memory Profiler (Unity)
Unity's snapshot-based memory tool. Intermediate, free.
Used on Texture memory (VRAM)
Mesh Paint Mode in Unreal Engine
Epic Games · Unreal Engine documentation
Used on Ways to texture an environment
Microsoft Flight Simulator 2024 SDK: Aircraft Modeling General Principles
a full LOD-by-screen-size triangle table for vehicles. Intermediate, free.
Used on Polygon and triangle budgets
Microsoft Learn: Minecraft Creator
add-ons, custom blocks and entities. Beginner, free.
MikkTSpace header on GitHub
the original source comments by Morten Mikkelsen. Advanced, free.
Used on Tangent space and MikkTSpace
Modeling Characters for Optimal Performance (Unity 2017.2 Manual)
Unity Technologies · Unity Documentation
Used on Polygon and triangle budgets
MoI 4 command reference: meshing options
Clear explanation of angle-based tessellation and N-gon export. Beginner. Free.
Used on CAD and NURBS modeling for games
Movie Recorder properties (Unity)
formats, resolution presets and platform limits. Intermediate, free.
Normal map has strange colorful gradients
Adobe · Substance 3D Bakers documentation
Used on Fixing baking artefacts
OpenPBR Surface specification
the new layered standard. Advanced, free.
Used on Physically based rendering (PBR)
Optimizing GPU texture memory with mipmap streaming
Unity Technologies · Unity Manual (6000.2)
Used on Texture streaming
Path Tracer in Unreal Engine
Epic Games · Unreal Engine 5.8 Documentation
Used on Real-time vs. offline rendering
PlayCanvas: What is Gaussian Splatting?
a short, plain introduction with strengths and weaknesses. Beginner, free.
Used on Gaussian splatting
Practical guide to optimization for mobiles (Unity 2018.3 Manual)
Unity Technologies · Unity Documentation
Used on Polygon and triangle budgets
Procedural Foliage Tool
Epic Games · Unreal Engine Documentation
Programming Guide for DDS (Microsoft)
what DDS stores and how its headers work. Advanced, free.
Used on Texture file formats
Project organization (documentation source)
Godot Engine contributors · Godot documentation (GitHub)
Used on Naming conventions
Project organization (Godot documentation)
Godot's file naming, case sensitivity and folder layout. Beginner, free.
Used on Naming conventions
QuadSpinner: Gaea Erosion node
every parameter explained, with advice on scale and masks. Intermediate, free.
Used on Heightfield erosion
Redshift: Round Corners
a list of what a bevel shader cannot do, with example images. Intermediate, free docs; Redshift is paid.
Used on Bevel shaders
Render Settings and Formats (Epic Games)
every MRQ output format and setting. Intermediate, free.
RenderDoc Quick Start
capturing your first frame and finding your way around the Event Browser, Texture Viewer and Mesh Viewer. Intermediate, free.
Used on Performance and profiling
Roblox: Mesh specifications
triangle limits and mesh rules for custom assets. Beginner, free.
Sample code for color conversions (CSS Color Module Level 4)
W3C CSS Working Group · w3c/csswg-drafts (GitHub)
Used on Colour space: sRGB and linear
scene/resources/material.cpp (BaseMaterial3D shader code)
Godot Engine contributors · Godot Engine (GitHub)
Used on Parallax occlusion mapping
Seams are visible after baking a normal texture
Adobe · Substance 3D Bakers documentation
Used on Fixing baking artefacts
Set Color Vision Deficiency Type (Unreal Engine)
the Blueprint node for simulation and correction filters. Intermediate, free.
Shader Nodes: Introduction (manual source)
Blender Foundation · Blender Manual (source repository)
Shadow troubleshooting (Unity Manual)
acne, peter-panning, light bleeding and shadow pancaking in Unity. Intermediate, free.
Used on Shadow bias and shadow acne
ShadowBias (Unreal Engine API)
Epic's description of the per-light bias. Intermediate, free.
Used on Shadow bias and shadow acne
SideFX: HeightField Erode
hydraulic and thermal erosion, resolution limits and multi-scale chains. Advanced, free.
Used on Heightfield erosion
Simplify Static Meshes in Fortnite
Epic Games · Fortnite (UEFN) Documentation
Used on Polygon and triangle budgets
Smoothing Groups (glossary)
Autodesk · 3ds Max 2015 Help
Source Control in Unreal Engine (Epic)
the editor's check-out, check-in and history features. Beginner, free.
Used on Source control for artists
Spatial shaders
Godot Engine contributors · Godot Engine documentation (source on GitHub)
Used on Vertex painting and blending
SpeedTree Runtime SDK: Level of Detail
how a dedicated tree system handles smooth LOD and billboards. Intermediate, free.
Used on Level of detail (LOD)
Substance: Tangent space
which MikkTSpace variant suits which engine. Intermediate, free.
Used on Tangent space and MikkTSpace
Support for proprietary model file formats (Unity)
what happens when you drop native files into Unity, and why not to. Beginner. Free.
Used on 3D file formats
Terrain tree LOD (Unity 6.1 Manual)
Unity Technologies · Unity Documentation
Used on Level of detail (LOD)
Terrain3D documentation
the main terrain add-on for Godot 4. Beginner, free.
Used on Terrain and landscapes
Terrain3D: Control Map Format
a documented index-map format for Godot terrain. Advanced, free.
Used on Terrain layers and splat maps
Texture Paint (Blender 3.5 Manual)
Blender Foundation · Blender Manual
Used on Texturing and material software
Transforming Actors (Unreal Engine)
how to move a pivot temporarily while placing objects. Beginner. Free.
Used on Pivot point (origin)
Unity Expert Guides
links to Sébastien Lagarde's companion Photogrammetry Workflow guide and the De-Lighting guide. Intermediate, free.
Used on De-lighting
Unity HDRP: Decal Projector reference
every projector setting, including fade and decal layers. Beginner, free.
Used on Decals
Unity Manual: GPU instancing
requirements, platform notes and render-pipeline caveats. Beginner, free.
Used on Instancing
Unity Profiler (Unity Manual)
connecting the profiler to a device and reading its modules. Intermediate, free.
Used on Performance and profiling
Unity Recorder manual (Unity)
recording from Play mode and Timeline. Intermediate, free.
Unity: Choose a GPU texture format by platform
desktop, iOS and Android recommendations including ASTC block sizes. Beginner, free.
Unity: Heightmap
short introduction to parallax mapping. Beginner, free.
Used on Height and displacement maps
Unity: Introduction to linear color space
how one engine handles sRGB sampling and when to bypass it. Beginner, free.
Used on Colour space: sRGB and linear
Unity: introduction to render pipelines
URP, HDRP and Built-in compared. Beginner, free.
Used on Game engines
Unity: Introduction to texture arrays
what an array is, terrain as the main use and platform support. Beginner, free.
Used on Texture arrays
Unity: Layered Lit material
every property of HDRP's four-layer shader. Intermediate, free.
Used on Material layers and Substrate
Unity: Terrain Layers
layer properties, mask map channels and per-pipeline layer limits. Beginner, free.
Used on Terrain layers and splat maps
Unity: Triplanar Node
Shader Graph reference. Beginner, free.
Universal Scene Description in Unreal Engine (Epic)
the USD Stage, importing, and current limits. Intermediate, free.
Used on USD for environment artists
Unreal Engine Materials
Epic Games · Unreal Engine documentation
Unreal Engine: Generating Lightmap UVs
what each auto-generation setting does. Beginner, free.
Used on Lightmap UVs
Unreal Engine: glTF file format support
Unreal's import and export options and supported extensions. Intermediate, free.
Used on glTF
Unreal Insights (Epic)
how to record and read traces when the stat commands are not enough. Advanced, free.
Used on Performance and profiling
USD in Solaris (SideFX)
Houdini's plain-language explanation of stages, layers and opinions. Intermediate, free.
Used on USD for environment artists
Using Perforce as Source Control for Unreal Engine (Epic)
server and workspace setup, typemaps and the editor's locking workflow. Intermediate, free.
Used on Source control for artists
Using UV Maps
Blender Foundation · Blender Manual (source on projects.blender.org)
Used on Checker maps
Using VoxelGI
Godot Engine contributors · Godot Engine documentation (source on GitHub)
Used on Light leaking
Valve: Introduction to CS2 Workshop Tools
what ships in the Source 2 tool suite. Beginner, free.
Version 12.1 (release notes)
Adobe · Substance 3D Painter documentation
Used on Physically based rendering (PBR)
Vertex Paint: Introduction
Blender Foundation · Blender Manual (2.93)
Used on Vertex painting and blending
Viewing and Changing Smoothing
Autodesk · 3ds Max 2017 Help
Volumetric fog and fog volumes
Godot Engine contributors · Godot Engine documentation (source on GitHub)
Used on Fog and atmosphere
VRChat: Performance Ranks
avatar triangle and material limits for PC and Quest. Beginner, free.
Used on Polygon and triangle budgets
Working with Nanite-Enabled Content
Epic's authoring advice for dense meshes, including foliage and stacked surfaces. Advanced. Free.
Used on The game asset pipeline
World Labs: Gaussian splats in Unreal Engine
a practical comparison of current Unreal plug-ins. Intermediate, free.
Used on Gaussian splatting
Xbox Accessibility Guideline 117 (Microsoft)
FOV, camera shake and motion settings, with shipped examples. Beginner, free.
Used on Field of view
Zhang, Sun and Nyman: Parallel-Split Shadow Maps on Programmable GPUs (GPU Gems 3)
the split schemes and why near slices matter most. Advanced, free online.
Used on Cascaded shadow maps
The 'ultimate trim' technique from Sunset Overdrive
dzibarik and others · Polycount forum
Used on Hard-surface modeling, Bevels and chamfers, Weighted (custom) normals, The mid-poly workflow, UV mapping, UV seams and islands and 3 more
Creating Trim Sheets 4 Part Tutorial - Polygon Academy (thread)
Polycount forum (PixelMasher, Epitaph, Polynaught and others) · Polycount
Star Citizen...The Gladiator...ART DUMP
Trevelyan and others · Polycount forum
Used on Hard-surface modeling, Bevels and chamfers, The mid-poly workflow, Floaters, Ways to texture an environment, Trim sheets and 2 more
TUTORIAL: Trim Textures for environment art and props
PixelMasher (Tim Simpson) and others · Polycount
Environment Artist Portfolio Tips
Polycount forum members (Z_G, KatharinaSuhany, poopipe, YF_Sticks, zachagreg, Lewis_kennedy) · Polycount
Polycount: Need opinion on what a good topology is
working artists on blockout versus final topology. Beginner, free.
Polycount: Making sense of hard edges, uvs, normal maps and vertex counts
the averaged projection mesh explained. Intermediate, free.
Way early stages of a project, planning out UDK scale metrics
Polycount forum members · Polycount
Are these UVs good?
Polycount forum (cookedpeanut and others) · Polycount
I need some advice
Devickpi23, poopipe, ThisisVictoriaZ · Polycount forum
Kinmel Hall UE4 Environment Study
JamesRay, Dreyzie and others · Polycount
Polycount: Vertex Count vs Triangle Count
a long forum debate between working artists on splits, budgets and what really costs performance. Intermediate, free.
Recommended software for baking normals/ambient occlusion maps?
Polycount forum (ZacD, GreyJke, jaker3278) · Polycount
Reducing UV Waste Need Help
Polycount forum (darkchief117, DWalker and others) · Polycount
Sketchbook: Frank Polygon
FrankPolygon · Polycount forum
Advice for solving various normal map/edge bake artifacts?
Short thread showing why high-poly bevels must be wider for bakes. Beginner. Free.
Building modular interiors question!
Polycount forum members (Benjammin, Sage, sketchem, poopipe and others) · Polycount
Decal technique from Star Citizen
Polycount forum (Obscura, marks, bac9-flcl and others) · Polycount
Flintlock Pistol (critique thread)
Polycount forum (Spiffy, Vincent_DEROZIER, Kazperstan and others) · Polycount
I'm an 3D Real-Time Environment Artist looking for first 3D job. Portfolio & Resume Tips and Advice?
Polycount forum members (Oblivion2500, YF_Sticks, chien) · Polycount
Polycount: Head Topology question?
focused discussion of where poles go on a head and why. Intermediate, free.
Portfolio with various skills of expertise
Polycount forum members (Gwynbleidd, Eric Chadwick) · Polycount
Vertex Count & Light Map Vertex Count
Unreal Engine Forums
What is the best way of showing my work online?
Polycount forum members (Tobbo, sacboi, musashidan, Brian "Panda" Choi, Semi) · Polycount
ZBRUSH - All new updates to require Maxon subscription
Polycount forum members · Polycount
"Bake Axis Conversion" import setting
Unity Discussions forum members · Unity Discussions
[Bf-committers] Triangulate modifier
metalliandy (quoting Morten Mikkelsen and CoDEmanX) · bf-committers mailing list
Used on Normals (face and vertex), Triangulation
Baking Normal maps in maya using floating geometry (Polycount, 2006)
Early troubleshooting thread, still useful for the basic setup. Beginner. Free.
Used on Floaters, The high-to-low workflow
CG Cookie: Super-handy primer on Edge Poles
a short discussion that questions the terminology. Beginner, free.
Discuss face weighted normals
Scruples and others · Polycount forum
I need c&c for my works
Brian "Panda" Choi, LokiDokie, lmain and others · Polycount
Implement a new Vertex Normal Modifier (Weighted Normals, Merge, Transfer)
markus; Shawn Olson (Autodesk) · Autodesk Community, 3ds Max Ideas
Knald thread (Knald 1.1.2 discussion)
Polycount forum members and Knald staff · Polycount
Knowledge Base: Taking pictures for photogrammetry
Unreal Engine forum (Capturing Reality knowledge base) · Unreal Engine Forums
Knowledge Base: Understanding Shader Permutations
Matt O. (Epic Games), with community replies · Epic Developer Community Forums
LPC vol2 #4 - TRON
hawken and Polycount members · Polycount
Maya and it's Weighted Vertex Normals
mpuLse, pior and others · Polycount forum
Mobile Asset and Optimization. Tips Please
Polycount forum (mikhga, Shadow2Matrix and others) · Polycount
Used on Bake cage, Fixing baking artefacts
Normal map with weird angle
Polycount forum (EarthQuake, MoP, PredatorGSR and others) · Polycount
Used on Bake cage, Fixing baking artefacts
Polycount: Exploded Mesh or not exploded mesh?
short thread on when to explode and how to get AO back. Intermediate, free.
Polycount: Face Topology [Breakdown Guide], page 2
a long-running thread of real facial topology examples and critique. Intermediate, free.
Polycount: Is there a reason NOT to use a metalness workflow?
practitioners on the edge-artefact trade-off. Intermediate, free.
Polycount: Official handplane support thread
long thread where experienced artists discuss synced normals and baking pipelines. Advanced, free.
Used on Normals (face and vertex), Triangulation
Polycounts in next gen games thread!
JordanN and Polycount members · Polycount forum
Question: How many trim sheets are commonly used for an environment in games?
Polycount forum (Eric Chadwick and others) · Polycount
There's a thing I dont quite get about weighted normals.
HammerB, scgstudio and others · Polycount forum
Tip: Free Autodesk Educational Licenses for Student and Educators (Access Maya, 3ds Max, and More)
Arren_Martinez · OEGlobal Connect
Weighted Normals (Mid Poly) Workflow Clarification?
amankart, sacboi · Polycount forum
[WIP][UE4] Emily's house
Polycount forum (AndrewAlexArt, Ged, convolution223) · Polycount
Used on Master materials and instances
3d Portfolio
Polycount forum members (CrackRockSteady, Rambo4you, Sense42, rexus) · Polycount
Used on Demo reels and flythroughs
Art tests for 3d character artists jobs
Polycount forum members (focus_method, NikhilR, Biomag, slosh, animativespace, Zi0) · Polycount
Used on Art tests
Baking of multiple high-poly onto multiple low-poly objects using same UV map
Polycount forum (EarthQuake, Butthair, AtomicArmy and others) · Polycount
Used on Bake groups and exploded bakes
Benefits of Physically Based Lighting Values vs. Game-Scaled Values in UE5
eunseolkim · Unreal Engine Forums
Used on Physical light units
Blender Artists
"The largest forum for Blender 3D artists", with Artwork, Artistic Support and Technical Support sections. Good for Blender-specific technical questions. All levels, free.
Used on Communities and critique
Character Art Test Question
Polycount forum members (SDimitrius, slosh, Maned_Wolf, neilberard and others) · Polycount
Used on Art tests
Decal technique from Star Citizen (page 4)
Polycount forum (Obscura, blankslatejoe, Prime8, igi and others) · Polycount
Used on Mesh decals
Edge padding for game characters
Polycount forum (JohnnyRaptor, Dylan Brady, Bal and others) · Polycount
Used on UV packing and padding
Environment Art Test advice? (Polycount)
practical advice for a junior about to start a five-day test. Beginner, free.
Used on Art tests
Environment Artist Showreel 2014 (Polycount)
an environment reel critiqued shot by shot. Beginner, free.
Used on Demo reels and flythroughs
Getting serious with 3D environment art creation (Polycount)
practical advice for someone starting out. Beginner, free.
Used on A 12-month learning roadmap
Hard edges on UV seams for character models?
Polycount forum (Neox, Farfarer, EarthQuake) · Polycount
Hard edges, uvs, vertex use, normals, etc
Polycount forum (MM, EarthQuake and others) · Polycount
How do i increase depth buffer precision or improve zfighting issues?
xlar8or, DigitalMage · Epic Developer Community Forums
Used on Z-fighting
How do Steam perpetual licenses work exactly?
Cyril Dellenbach (Adobe Community Manager) · Adobe Community
Used on Texturing and material software
How long should an Environment Art test take? (Polycount)
environment artists comparing real test lengths and briefs. Beginner, free.
Used on Art tests
Inside Unreal: Nanite (forum announcement)
the official livestream page, with guest list and a link to the recording below. Intermediate. Free.
Used on Real-time vs. offline rendering
Interior wall pivots, center on edge or corner vertex? (Polycount)
working artists disagree about where a thick wall's pivot belongs. Intermediate, free.
Used on Pivot point (origin)
Interview for Environment Artist (Polycount)
working artists on what to expect and what to ask. Beginner, free.
Is there a specific way i should be baking floaters in Marmoset? (Polycount, 2020)
Jagged floater edges and the lip fix. Intermediate. Free.
Used on Floaters
Low Poly Models (PS1 Era) - Guides, Advice, etc.?
Polycount forum (Jason Young and others) · Polycount
Marmoset Toolbag 3 - SmartBaker (Polycount)
Naming suffixes and bake groups in Toolbag. Intermediate. Free.
Used on The high-to-low workflow
Need Help on Normal map issues!
Polycount forum (huffer, Quack!, Bartalon) · Polycount
New FBX importer: Feedback and discussion
Aras Pranckevičius and Blender community · Blender Developer Forum
Used on 3D file formats
No More Distortions With Floaters - Flattened Floaters (Polycount, 2017)
Why floaters skew, the flattening fix, and counter-arguments. Advanced. Free.
Used on Floaters
Polycount
a forum for game artists, with a "3D Art Showcase & Critiques" category, a wiki, and challenges such as a bi-monthly environment art challenge. Critique there is specific: in one 2020 thread, reviewers t…
Used on Communities and critique
Polycount, career forum discussion on kitbashing and paintovers
short, frank opinions on what's acceptable in a portfolio. Beginner, free.
Used on Kitbashing
Polycount: (UE4) Ultimate Custom Master Material
a candid 2014 debate on uber-materials versus several masters. Intermediate, free.
Used on Master materials and instances
Polycount: Can not get the right padding
a padding table quoted from the old Polycount wiki, and how to test it. Beginner, free.
Used on UV packing and padding
Polycount: FWVN edge wear material function
runtime edge detection in Unreal and its limits. Advanced, free.
Used on Edge wear
Polycount: how to avoid texture bleed in atlas
short technical thread on mip bleeding and padding. Intermediate. Free.
Used on Texture atlases
Polycount: Padding!
EarthQuake's halving chart and a good argument about gaps versus dilation. Intermediate, free.
Used on UV packing and padding
Polycount: PBR - AO - Question
a debate between working artists. Intermediate, free.
Used on Ambient occlusion
Polycount: Primary, Secondary and Tertiary Shapes
a short 2023 thread where artists define the terms and warn against treating them as fixed. Beginner, free.
Polycount: Super ghetto cross polarised photos for albedo reference
a cheap setup with 3D cinema glasses and calibration advice. Beginner, free.
Used on Cross-polarisation
Polycount: Using Quixel assets in a 3D portfolio
a frank discussion among working artists about when library assets are acceptable. All levels, free.
Polycount: ZBrush Tiling Sculpts
an old but useful thread of WrapMode tips, templates and pitfalls. Intermediate, free.
Used on Tileable sculpts
Portfolio Review
Polycount forum (b_beauchamp, pixelpatron and others) · Polycount
Problem with Texel Density tool
Autodesk forum (rouslan.bordug, Sean Heasley) · Autodesk Community
Used on Texel density
Question about Environment art portfolios
Polycount forum members (TheDutchbox, Tobbo, Sebvhe) · Polycount
Some artists have built massively deep material hierarchies - One material pretty much to do all FX
Unreal Engine AnswerHub (question and answer) · Unreal Engine AnswerHub
Used on Master materials and instances
Starfighter Inc. - Creating Next-gen Spaceships
TheAxiom, Prime8, Ubuska and others · Polycount
Used on Geodecals
Story Time: Payment for Art Test? (Polycount)
studio owners and artists arguing both sides of paid tests. All levels, free.
Used on Art tests
Texel Density Standards for AAA First-Person Shooter Games?
Polycount forum (luan05367, Benjammin) · Polycount
Used on Texel density
Texture Blending and Indices (discussion #64)
outobugi and TokisanGames · Terrain3D on GitHub
Used on Terrain layers and splat maps
Unity Discussions: filtering with tilable images on an atlas
every common workaround for tiling in an atlas, with trade-offs. Advanced. Free.
Used on Texture atlases
Unreal Engine Forums
Epic's forums, with a Community section that includes a Showcase, and sections for tutorial discussions and asset creation. Use them for engine questions; for artistic critique, an art forum is usually a better fi…
Used on Communities and critique
Why are my mesh normals looking wrong when imorted to unreal engine?
Unreal Engine Forums
Used on Triangulation
Will the 2027 version of Substance Painter have a perpetual license on Steam?
Cyril Dellenbach (Adobe) and community members · Adobe Community
Used on Texturing and material software
Workflow Regression: Autosmooth 4.1 (#116922)
Blender users and developers · Blender Projects issue tracker
Used on How this handbook uses sources
Wouter Weynants - PCG Geometry Decals
Wouter Weynants · Epic Developer Community Forums
Used on Geodecals
Environment Art
The Level Design Book · The Level Design Book
The Level Design Book: Wayfinding
breadcrumbs among other aids, with reliability estimates and the Disneyland warning. Beginner, free.
Used on Visual hierarchy and readability, Leading lines, Colour for environments, Playtesting spaces, Layout and flow, Critical path and 6 more
Lighting
The Level Design Book · The Level Design Book
Metrics
The Level Design Book · The Level Design Book
Modular kit design
The Level Design Book · The Level Design Book
Mesh topology appendix (User:Pepribal/Ref/Appendices/MeshTopo)
Pepribal · BlenderWiki (archived user pages)
Three point lighting
The Level Design Book · The Level Design Book
Level Design Portfolio (The Level Design Book)
short, frank rules for portfolio sites and one-page CVs. Beginner, free.
Substance 3D for education
Adobe · substance3d.adobe.com
Undead Burg (Dark Souls 1)
The Level Design Book · The Level Design Book
Base Mesh Creation
Maxon · maxon.net
Godot licence
the MIT licence explained for game developers. Beginner, free.
InstaMAT: licences
Abstract · instamaterial.com
Poly Haven licence
a plain-language explanation of CC0. Beginner, free.
RealityScan licensing
Epic Games · realityscan.com
Staff Environment Artist (job listing, expired 27 August 2021)
Sucker Punch Productions · Hitmarker
The Level Design Book
a non-profit online book on level design whose plain, sourced style this handbook follows. All levels. Free.
TrenchBroom
TrenchBroom contributors · trenchbroom.github.io
Anchorpoint pricing
Anchorpoint · anchorpoint.app
Autodesk Maya Indie
Autodesk · Autodesk
Bevy Engine
Bevy contributors · bevy.org
Beyond Extent
a community site with weekly blogs, monthly team and solo challenges and free environment art tutorials. Challenges give you a theme, a deadline and peers working on the same brief. All levels, free.
Buy The Grove
The Grove · thegrove3d.com
Diversion pricing
tiers and limits for a game-focused cloud system. Beginner, free to read.
Eagle: one-time purchase
Eagle · eagle.cool
Education software: All products
Autodesk · Autodesk
Exposure value
Wikipedia contributors · Wikipedia
Foundry winds down Modo development
Foundry · foundry.com
Free version control software
Perforce · perforce.com
Mari
Foundry · foundry.com
Marmoset Toolbag
Marmoset · marmoset.co
Plasticity FAQ
Plastic Software · plasticity.xyz
Prospect-refuge
The Level Design Book · The Level Design Book
Shape and color psychology
The Level Design Book · The Level Design Book
SketchUp plans and pricing
Trimble · sketchup.trimble.com
Unity plans and pricing
revenue thresholds and the Student plan explained by the vendor. All levels, free.
Unity Student plan
Unity Technologies · unity.com
Unreal Engine licensing
a clear example of royalty versus seat licensing. All levels, free.
World Machine: Purchase
World Machine Software · world-machine.com
3DCoat
Pilgway · 3dcoat.com
3DCoat and 3DCoatTextura prices and upgrades
Pilgway · pilgway.com
3DCoat licence types (permanent, rent-to-own, subscription)
Pilgway · pilgway.com
3DF Zephyr Free
3Dflow · 3dflow.net
About GIMP
GIMP Team · gimp.org
Agisoft online store
Agisoft · agisoft.com
BlenderWiki: E and N poles
the classic, informal write-up of how poles form and redirect flow. Intermediate, free.
Buy 3DCoat
perpetual, subscription and rent-to-own options in one place. Beginner, free.
Catmull–Clark subdivision surface
Wikipedia contributors · Wikipedia
Used on Subdivision surface modeling, Pole
Changes to Unity subscription plans and pricing
Unity Technologies · unity.com
Used on Software licensing explained, Game engines
Compare Gaea editions
QuadSpinner · quadspinner.com
Compare plans: Unity Cloud
Unity Technologies · unity.com
Compare Substance 3D plans
Adobe · adobe.com
Download ArmorPaint
ArmorPaint · armorpaint.org
Download Krita
Krita Foundation · krita.org
Download PureRef
Idyllic Pixel · pureref.com
Downloads
GIMP Team · gimp.org
GIMP 3.0 Released
GIMP Team · gimp.org
Git Large File Storage
Git LFS contributors · git-lfs.com
How to scan with a turntable
KIRI Innovations · kiriengine.app
KeyShot Studio pricing
KeyShot · keyshot.com
Krita
Krita Foundation · krita.org
LearnOpenGL: Face culling
illustrated explanation of winding order and back faces. Intermediate, free.
Used on Triangle, Normals (face and vertex)
Metashape installer downloads
Agisoft · agisoft.com
Metashape licensing options
Agisoft · agisoft.com
Monthly Art Mentorship with Nate Stephens - 5 Sessions
Nate Stephens · Gumroad
My upcoming GDC 2014 presentation
Bart Wronski · bartwronski.com
Polycam pricing
Polycam · poly.cam
Polygon Count (glossary)
Sloyd · sloyd.ai
Postshot pricing
Jawset · jawset.com
PureRef
the reference-board tool many environment artists use. All levels.
Used on Value, Gathering and using reference
Quad Remesher: licence types and pricing
Exoside · exoside.com
Sapling Tree Gen
Brad Chamberlain and original authors · Blender Extensions
SpeedTree Games: Indie modeler license
Unity Technologies · SpeedTree Store
SpeedTree Store: Frequently asked questions
Unity Technologies · SpeedTree Store
Technical Artist (Barcelona)
Larian Studios · Hitmarker job listing
Terrain3D (README)
Cory Petkovsek, Roope Palmroos and contributors · GitHub
Texel Density Checker on GitHub
the free Blender add-on for measuring, setting and copying density. Beginner, free.
Used on Checker maps, Texel density
The Defold License
The Defold Foundation · defold.com
Used on Software licensing explained, Game engines
The Level Design Book
a free online book on level design and the tone model for this handbook. All levels, free.
The Level Design Book, "Blockout"
the blockout chapter of the free online level design book, written from a level designer's perspective.
Used on Blockout (greyboxing), Playtesting spaces
The Level Design Book, "Layout" and "Flow"
the process from parti to floor plan, plus critical path, circulation, desire lines and verticality. Beginner, free. and
Used on Playtesting spaces, Layout and flow
The Level Design Book, "Storytelling"
critical beats, the limits of the technique and choreography. Beginner, free.
The Level Design Book: Balance
the plainer vocabulary of sightlines and cover in combat. Intermediate, free.
Used on Sightlines and vistas, Prospect and refuge
The Level Design Book: Composition
the sceptical view, with sightlines, vistas and a pointer to Miriam Bellard's GDC talk. Intermediate, free.
Used on Focal point, Sightlines and vistas
The Level Design Book: Flow
the definition of the critical path, plus circulation, desire lines and verticality. Beginner, free.
Used on Layout and flow, Critical path
The Level Design Book: Playtesting
how to watch players, take notes and ask useful questions. Beginner, free.
TrimForge — Trim Sheet Workflow (version notes)
TrimForge developer · Superhive Market
Used on Trim sheets, Exercise: a trim sheet
Ucupaint (Blender Extensions)
ucupumar · Blender Extensions
V-HACD on GitHub
the older, widely integrated library, with a clear explanation of why decomposition is more accurate than a single hull. Advanced, free.
Used on Convex hull, Convex decomposition
What is Quad Remesher?
Exoside · exoside.com
World Creator: Buy
BiteTheBytes · world-creator.com
World Machine features
World Machine Software · world-machine.com
Adobe: Firefly in Substance 3D
the announcement of Text to Texture and Generative Background. Beginner, free.
Used on AI-assisted 3D generation
Allusion
Allusion contributors · allusion-app.github.io
Allusion (GitHub repository)
Allusion contributors · GitHub
Aras Pranckevičius: Gaussian Splatting playground in Unity
open-source viewer with real performance numbers. Intermediate, free.
Used on Gaussian splatting
ArtStation
a widely used portfolio site for game artists; Polycount members were already calling it "the favorite" in 2017. Most breakdowns on game art breakdowns: a curated library live there. Post finished work with …
Used on Communities and critique
Asset Store Terms of Service and EULA
Unity Technologies · unity.com
Attribution 4.0 International (CC BY 4.0) deed
Creative Commons · creativecommons.org
Blender Studio
$17 a month, or $34.50 every three months; includes "unlimited access to trainings" and production files and logs from the Blender open projects, taught by Blender Studio artists. Beginner to advanced, paid.
Used on Learning platforms and courses
CoACD on GitHub
the current open-source decomposition tool, with parameters explained and links to the SIGGRAPH 2022 paper. Advanced, free.
Used on Convex decomposition
DaVinci Resolve
Blackmagic Design · blackmagicdesign.com
Design Test: Adaptation (unfinished page)
The Level Design Book · The Level Design Book
Used on Art tests
Ensure no essential information is conveyed by a fixed colour alone (Game Accessibility Guidelines)
the industry-wide guideline, with a long list of shipped examples. Beginner, free.
Environment Artist - Lighting (Keywords Studios)
Keywords Studios · Hitmarker
Used on Roles in 3D game production
Environment Artist (Insomniac Games, expired listing)
Insomniac Games · Hitmarker
Used on Roles in 3D game production
Field of view in video games (Wikipedia)
Hor+, Vert−, static and pixel-based scaling, plus console and PC conventions. Beginner, free.
Used on Field of view
FlippedNormals
"Tutorials for Artists and Game Developers"; courses listed between $79 and $175, plus asset bundles and toolkits. Their free YouTube videos are a good sample of the teaching style. Beginner to advanced, paid.
Used on Learning platforms and courses
Forced perspective (Wikipedia)
theme park and film examples, and why the illusion breaks with camera movement. Beginner, free.
Used on Forced perspective
func_godot on GitHub
setup notes and compatible map editors. Intermediate, free.
Used on Level editors and blockout tools
Gamemakin UE Style Guide (Michael Allar, GitHub)
the most widely shared community style guide for Unreal, covering names, folders and Blueprints. Beginner to intermediate, free.
Used on Naming conventions
Global Game Jam
"the world's largest game creation event", run across "hundreds of physical and virtual sites". The next jam runs from 25 to 31 January 2027; site registration opens on 1 November 2026 and jamm…
Used on Communities and critique
Humans prefer curved visual objects (publication record)
Massachusetts General Hospital, Martinos Center · nmr.mgh.harvard.edu
Used on Shape language
Khronos glTF overview
the format's home page, with links to the sample viewer and validator. Beginner, free.
Used on glTF
KIRI Engine: 3D Scanner & LiDAR (App Store listing)
KIRI Innovations · Apple App Store
Know Your Meme, "Environmental Storytelling Skeletons"
the history of the joke; a useful warning about clichés. Beginner, free.
Used on Environmental storytelling
Level Design Lobby (podcast)
Max Pears's podcast that "breaks down game and level design techniques", shares reading material and includes "interviews with industry professionals". All levels, free.
Used on Communities and critique
Ludonarrative Dissonance in Bioshock (Clint Hocking)
the original 2007 post. Intermediate, free.
Used on Ludonarrative dissonance
MagicaVoxel: a free GPU-based voxel art editor and interactive path tracing renderer
FileHorse · filehorse.com
Used on Modeling software
Material Maker
the free, open-source way to learn node-based materials. Beginner. Free.
Ministry of Flat
a free automatic unwrapper worth trying on scans. Beginner, free.
Used on UV, retopology and baking tools
Moment of Inspiration: 3D modeling for designers and artists
Michael Gibson · moi3d.com
Used on Modeling software
Most polygons in a playable spaceship
Guinness World Records · Guinness World Records
Used on Polygon and triangle budgets
Most polygons per car in a racing videogame
Guinness World Records · Guinness World Records
Used on Polygon and triangle budgets
Niantic Spatial pricing
Niantic Spatial · nianticspatial.com
Online whiteboard for creative teams
Milanote · milanote.com
Open Broadcaster Software
Computer Hope · Computer Hope
OpenTK: Element Buffer Objects
a programmer's tutorial, but the first half explains vertex and index buffers in plain terms. Intermediate, free.
Used on Anatomy of a polygon mesh
Parallax Occlusion Mapping (legacy community tutorial)
Unreal Engine Community Wiki contributors · Unreal Community Wiki
Used on Parallax occlusion mapping
Physically Based database
searchable reference values with an sRGB/linear switch. Beginner, free.
Used on Base colour (albedo) map
Plasticity documentation
Official manual; the Export OBJ page explains every tessellation setting. Beginner to intermediate. Free (software is paid).
Used on CAD and NURBS modeling for games
SideFX Labs
overview of Labs world-building and game tools. Intermediate, free.
Used on Vegetation and procedural tools
SimpleBake: Simple PBR and Other Baking in Blender
HaughtyGrayAlien · Superhive
Used on Modeling software
Skyrim Special Edition: Creation Kit on Steam
Bethesda's free editor and its system requirements. Beginner, free.
Terragen Price List (New Pricing)
Planetside Software · planetside.co.uk
Used on Vegetation and procedural tools
The Level Design Book, "Worldbuilding"
the three questions, maps, timelines and a warning about doing too much. Beginner, free.
Used on Worldbuilding for artists
The Rookies
calls itself "the largest community of next-gen creatives" for games, film and animation, with projects, contests and the Rookie Awards; one member values the chance "to be seen by people in the industr…
Used on Communities and critique
Thiago Klafke — 3D Environment Artist
Thiago Klafke · thiagoklafke.com
Three-point lighting (Wikipedia)
a short neutral definition of each light. Beginner, free.
Used on Three-point lighting
U.S. Copyright Office: AI report, Part 2
the official position on copyright in AI-generated output. All levels, free.
Used on AI-assisted 3D generation
Ultimate Doom Builder
Ultimate Doom Builder contributors · GitHub
Used on Level editors and blockout tools
Unreal Engine 5.8 is now available
Epic Games · unrealengine.com
Used on Vegetation and procedural tools
Unreal Engine community meetups
Epic lists local community groups and events on its communities site, for example an "Environment Design in Unreal Engine 5" session by the Quezon City group. Search the site for a group near you. All levels.
Used on Communities and critique
Wikipedia, "Kitbashing"
the physical model-making history, with film examples. Beginner, free.
Used on Kitbashing
Wikipedia, "Yellow paint debate"
a timeline with links to press coverage. Beginner, free.
Used on Affordance
Wikipedia: Greeble
the history of the word and its synonyms, with references. Beginner, free.
Used on Greebles
xNormal (Software Download Centre)
Manchester Metropolitan University · mmu.ac.uk
Used on UV, retopology and baking tools
No resources match.