Welcome
A free, sourced handbook about 3D art, level design and environment art for real-time games, and a map of what is inside.
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
- New to all of this? Read how to use this handbook, then real-time vs. offline rendering and the game asset pipeline.
- Choosing software? Go to choosing tools: an overview.
- Want to model something today? Start at ways to build a 3D model, then try exercise: your first game-ready prop.
- More interested in spaces than props? Read level design and environment art.
- Want a plan? Follow the A 12-month learning roadmap.
#Further reading and watching
The Level Design Book
the non-profit online book this handbook takes its tone from; read it alongside Part 9. Beginner to advanced. Free.
- How to use this handbook — page types, reading routes and suggested paths for different roles. Beginner. Free.
- How this handbook uses sources — how citations work, and how to judge a tutorial yourself. All levels. Free.
References
- · What is 'level design' in games? · GIGAZINE, 2025 · article · accessed 2026-10-20
Pages that link here
- How to use this handbook Guide
Last updated 2026-10-22