The 3D Handbook
Overview

Welcome

A free, sourced handbook about 3D art, level design and environment art for real-time games, and a map of what is inside.

start-hereoverview

The 3D Handbook is a free book about 3D art for real-time games: modeling, sculpting, UVs, texturing, game engines, the tools for each of them, and the level design and environment art that turn a pile of assets into a place you can play in. Environment art is one large part of it, not the whole book.

It is written for students, hobbyists and working artists who want clear explanations they can check. You do not need to buy anything to read it, and you do not need to read it in order.

#How the book is organised

The book follows the order you would usually learn things in, but every part stands on its own.

Part What it covers Start with
Start here Using the book and its sources how to use this handbook
1 — Foundations What real-time art is, the asset pipeline, meshes, scale and files real-time vs. offline rendering
2 — Tools Modeling, sculpting, texturing, engines, scanning choosing tools: an overview
3 — Art fundamentals Composition, value, colour, light, shape, reference composition
4 — Modeling Approaches, topology, hard-surface, modular kits, optimisation ways to build a 3D model
5 — Sculpting Forms, rocks, damage, tileable sculpts digital sculpting
6 — UVs and baking Unwrapping, texel density, baking and its artefacts UV mapping
7 — Materials and texturing PBR, texture maps, trim sheets, decals, shaders physically based rendering
8 — Building in the engine Lighting, terrain, foliage, Nanite real-time lighting
9 — Level and environment design Blockout, flow, wayfinding, storytelling level design and environment art
10 — Production Performance, naming, source control, portfolios performance and profiling
11 — Practice Exercises and a learning roadmap A 12-month learning roadmap
Reference Courses, talks, books, communities essential talks and videos

#Where to begin

#Further reading and watching

References

  1. GIGAZINE · What is 'level design' in games? · GIGAZINE, 2025 · article · accessed 2026-10-20

Last updated 2026-10-22