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Learn moreWhy Blender is difficult to use in large studio pipelines
Before discussing how to use Blender to create game content, it's important to understand what game art is and the specifics of its development in video games. The main difference between game art and other types of content, including animation, is that all stages of art creation go through a series of conversions before being integrated into the game engine. These processes ensure the optimization and adaptation of graphics for real-time, which is critical for the successful functioning of games. Blender, a powerful tool for 3D modeling and animation, enables the efficient creation of high-quality game content that meets the requirements of modern game engines.
A pipeline is a structured process of standardized actions that significantly improves the efficiency of team collaboration. Implementing a pipeline reduces task complexity, automates repetitive operations, and ensures consistency across all process participants. This contributes to improved productivity and optimized workflow.
A pipeline streamlines the workflow, making it more convenient and efficient. However, this does not mean that an artist receives a tool that allows them to instantly transfer work into the engine. Instead, a pipeline involves performing a series of standardized operations that ensure a smooth transition between content development stages. This approach promotes higher-quality integration and simplifies interaction between different stages of the production process.
Before importing content into the game engine, it is processed in specialized programs such as Maya, the Substance 3D suite, Marmoset Toolbag, and others. While every company has its own unique approach to digital content creation, Blender isn't often found on this list. It's typically used primarily by smaller indie studios. Blender is a powerful and flexible tool, offering capabilities for modeling, texturing, and animation, making it attractive to developers on a budget. If an artist chooses a program that doesn't fit their company's pipeline, they'll have to overcome a number of technical nuances and potential challenges. This choice can lead to delays and necessary adaptations during the content creation process. It's important to consider that tool compatibility with a company's existing systems and workflows plays a key role in improving efficiency and quality. In his presentation, Matthias highlighted three key aspects that arise when using Blender outside of a company's overall workflow. These points are important for understanding how to effectively integrate Blender into existing workflows and optimize content creation. The first aspect concerns Blender's compatibility with other tools and programs, which can impact overall work efficiency. The second point is the need to adapt work methods depending on the specifics of the project and team. The third aspect relates to the specifics of working with assets and files, which requires careful planning and organization. Understanding these key points will help Blender users avoid common mistakes and improve the quality of their content.
- Collaboration. To ensure everyone can work comfortably together, assets created in Blender must be able to quickly import into shared pipeline programs—and just as easily export them back to Blender for modification.
- Compatibility. It's essential to clearly understand the specifics of data transfer—and be confident that assets can be moved from one software to another without errors.
- High Quality. Maintaining a consistent standard is crucial: this applies not only to the asset's visual appeal, but also to its technical compliance.
In this section, we'll explore each of these points in detail.
Collaboration
When working in a team where Blender isn't integrated into the overall workflow, it's important to consider key characteristics of assets created in third-party programs. It's crucial that such assets meet project standards and requirements, ensuring compatibility and ease of integration. Key aspects include texture optimization, proper modeling, and scaling to avoid issues down the road. Ensuring asset compatibility will help maintain teamwork efficiency and improve the quality of the final product.

Ensuring accessibility. Within a team, it's important to ensure that all project participants have access to the necessary files, are using the same application versions, and can share data via GitHub, Perforce, or similar repositories. If a company uses Blender outside of a unified workflow, they can use additional tools to quickly review and approve assets.
The ease of use of content created in Blender lies in its seamless integration with various programs. For example, the intuitive process of placing assets from the Asset Browser into an Unreal Engine 5 scene is a simple drag-and-drop process. This ensures high work efficiency and simplifies the process of creating and editing projects.
Editing is a key step in the project process. It's important to ensure that every team member can make changes to the created asset. This not only improves the quality of the content but also allows for a quick response to emerging requests and requirements. Effective editing enables flexibility and collaboration, which ultimately leads to more successful project outcomes.
One of the key aspects of the pipeline is data classification. In his talk, Matthias emphasizes this important element, which plays a central role in data management and processing. Data classification allows for the efficient organization of information, improves its analysis, and facilitates more accurate conclusions. A properly structured data pipeline ensures high performance and optimizes processing processes, which ultimately leads to higher-quality results.
- Work Data, that is, the file where the artist creates the asset. In this case, this is a file with the .blend extension.
- Source Data is the finished content, exported in the universal FBX format or another format determined by production standards. Only the most important elements are left in the file.

Lighting designers and artists require a .fbx file, and not a BLEND file. This is because they work directly in the game engine, where the .fbx format provides better compatibility and convenience. Using .fbx files allows for efficient integration of models and lighting into the project, which significantly simplifies the workflow and improves the quality of the final product.
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In Russian, the terms "working file" and "source file" have opposite meanings. "Source" refers to the original file, while "working" is a file that has been modified and finalized. Despite differences in terminology, the principle of data classification remains the same. To avoid confusion, in this article, we will use the term "source file" or "source" to refer to program-specific content, and the term "working file" to refer to generic content intended for export. This will help ensure clarity and precision when discussing data and its processing.
The diagram below illustrates the standard data conversion process at all stages of the pipeline. Source assets, such as models and textures, are converted to an intermediate format compatible with the game engine. The game engine then stores this data within the project, using its own file extensions. This approach ensures efficient integration of resources into the gameplay and optimizes performance.

A specialist working in Blender has A wide range of opportunities to realize their ideas and projects. Depending on the tasks, they can engage in 3D modeling, texturing, animation, visual effects, and rendering. Blender offers powerful tools for working with particles and physics, allowing you to create realistic scenes. A specialist can also use Python to automate processes and develop custom add-ons that extend the program's functionality. Thanks to its wide range of capabilities, Blender is a popular choice among 3D artists and animators, providing flexibility and creativity in their work. Export data from a BLEND file directly to the engine. The easiest way to load content into the engine is to export the file without the need for additional software. To do this, save models in FBX format, and baked textures in TGA or PNG formats. This approach allows you to speed up the integration process and ensures high-quality graphics.

- Exporting source data for intermediate stage.
A specialist has a BLEND file, which he converts to FBX to perform various operations. Conversion from BLEND to FBX allows the use of 3D models in different software environments and improves compatibility with other tools. This approach provides flexibility in working with 3D objects and optimizes the process of editing and animation.
- Using source files to create digital content.
This option is especially relevant for large projects. In such cases, the pipeline can take various forms and configurations.
Extending the pipeline allows you to integrate various tools to optimize the workflow. For example, an object from Blender can be exported to Maya for certain iterations within the corporate pipeline before being transferred to the game engine. This approach increases the possibilities of interoperability between programs and allows for expansion of functionality beyond standard formats such as BLEND and FBX. This improves the quality of the final product and makes the development process more efficient.

The disadvantage of this approach is that it complicates content iteration due to multiple stages. However, there is an alternative method proposed by Matthias that can streamline the content creation and editing processes, allowing for more efficient adaptation to changes and improved quality.
Parallel use of digital content allows for efficient asset change management. This principle is based on the ability to edit models by exporting them from Blender to other software, such as Maya, and then returning them back. This approach provides the flexibility to make edits to assets before integrating them into the game engine, significantly simplifying the development process and improving the quality of the final product. Using this method helps optimize the workflow and enhances the creative capabilities of developers, allowing them to quickly adapt and improve digital elements.
This approach is especially important for long-term projects, as the content development process can span several years, during which time some data may become outdated. Having the source files and the ability to edit in various programs allows the artist to return to the original version even after a year and make the necessary changes to the assets. This ensures the relevance and high quality of the final product, which is critical for the successful implementation of long-term projects.

When exporting or transferring a BLEND file to It's important to follow three key rules within your workflow. These rules will help ensure data correctness and integrity, which is especially important when collaborating on projects. First, ensure that all textures and materials used are embedded in the file. This will prevent issues with missing assets when opening the file on another computer. Second, check the exported file settings to ensure they meet the requirements of your project or team. Finally, always save a backup copy of the original file before exporting or sharing. By following these guidelines, you can avoid common mistakes and simplify the process of working with BLEND files. Standardized structure. In Blender, this can sometimes be quite complex; remember the collection hierarchy. When someone unfamiliar with Blender receives the exported content, they should clearly understand the contents of the scene elements. Independent content (without linked assets from other BLEND files). This will allow you to share just one file with colleagues without having to reference other content also created in Blender.

В аутлайнере проекта можно увидеть множество коллекций, каждая из которых отмечена определенным цветом. Согласно легенде слева, синяя коллекция включает low-poly модели, подходящие для экспорта и запекания. Жёлтая коллекция содержит high-poly модели, также используемые в этом процессе. Зелёная коллекция представлена mid-poly моделями и элементами, необходимыми для создания различных вариаций ассетов, таких как ветки деревьев. В оранжевой коллекции собраны различные вариации деревьев. Наконец, в красной коллекции представлены несколько видов ассетов для экспорта. Эти цветовые обозначения помогают эффективно организовать и управлять моделями, что упрощает процесс разработки и оптимизации в рамках проекта.
На изображении выше видно, что все сложные объекты в сцене связаны с Пустышкой (Empty). Маттиас применяет этот прием для эффективного масштабирования и удобного размещения объектов в сцене, используя Пустышку в виде Куба (Cube). Этот метод позволяет упрощать процесс работы с 3D-сценами и повышает производительность при редактировании. Использование Пустышек в 3D-графике — это полезный инструмент для организации объектов и упрощения управления ими.
Comparing the classic object export system with the new collection export system allows us to identify the key differences and advantages of each. The classic object export system typically focuses on individual elements, which can limit flexibility and efficiency when working with large volumes of data. In contrast, the new collection export system offers a more structured approach, allowing you to export sets of objects at once. This significantly simplifies the data management process and improves productivity. Furthermore, the new system provides better integration with modern tools and technologies, making it more relevant to current business requirements. Comparing these two systems highlights the importance of choosing the appropriate export method based on the specific tasks and the volume of data being processed. Standard object export in Blender via the File - Export menu can be challenging. This requires careful selection of specific objects to export. Furthermore, the menu offers a multitude of settings, which can be confusing. To facilitate export and avoid errors, it's important to familiarize yourself with the options beforehand and determine the specific settings required for your task. A proper export approach will help preserve the quality of your models and simplify future work with them.
With the new Exporters feature in the Collection Properties section, you can automatically export an entire collection of objects without the need for additional settings, as they are already included in the selected content. Simply select the elements you want to include in the scene and click the Export All button. The resulting FBX file can be immediately sent to a colleague, who can then download the scene with all the previously selected parameters. This feature significantly simplifies the process of working with collections and increases the efficiency of team collaboration.

Instead of the described methods When exporting, you can use various add-ons to convert data. However, in this case, it is important to ensure that the recipient of the file also has the necessary add-ons installed. Therefore, Matthias believes it is preferable to keep the export process simple and use the standard functions built into Blender. This will ensure higher compatibility and simplify the exchange of files between users.
Having examined all aspects of export, we will move on to examples of optimizing the process of exporting data from Blender to other applications. Optimizing export can significantly impact the quality and speed of working with models, especially when transferring information to game engines or rendering programs. We will consider key recommendations and techniques that will help improve this process and minimize potential problems when working with files.
Compatibility
Matthias demonstrated the specifics of this aspect using a model of a cotton mule machine from his personal project as an example. This object is of significant scale and includes many different parts, including instances (dependent copies), which emphasizes the complexity and diversity of the design.


A polygonal mesh consists of several key elements. These components provide the structure and functionality of the mesh, allowing it to be effectively used in a variety of applications. The basic components of a polygonal mesh include vertices, faces, and polygons. Vertices are corner points connected by lines to form faces. Faces, in turn, form polygons, which can be used to create three-dimensional objects in computer graphics and modeling. A proper understanding of these elements allows for the creation of more complex and detailed models.
- Topology — Vertices, Faces, and Edges. Other structures, such as curves, are also converted to a polygonal mesh for the game engine.
- Normals — Face normals, known as Face Normals, in which one side of a face is rendered and the other is not. There are also vertex normals.

Transferring vertex normals is an important aspect in 3D modeling, and in This process can present some challenges. The GIF below demonstrates a project with incorrectly configured normals. Adding a geometry node that adjusts the sharpness of the corners significantly improves the visual perception of the object. After adding the Weighted Normal modifier, the shaders display correctly on the object, even without normal maps. This highlights the importance of proper normal handling to achieve high-quality graphics in 3D space.
After achieving the optimal result, it is important to check the correctness of the transfer of all data into the engine. However, certain difficulties may arise when applying normal maps. Ensure that all elements are properly integrated to avoid issues with visual effects. Careful attention to detail at this stage will help ensure a high-quality result and avoid further errors during the graphics workflow.
Vertex normals have their own coordinate system for translating the texture into world space, where X represents the tangent, Y represents the bitangent, and Z represents the normal. The X and Y vectors play a key role in interpreting surface relief and in the shading process. Understanding this system makes it easier to identify the causes of incorrect normal mapping. Properly setting up normals and their interaction with textures is an important aspect of 3D modeling, significantly affecting the quality of rendering and the realism of the image.
Modern 3D modeling programs and game engines often use a bitangent vector space, including Y+ and Y−. Issues with vector space synchronization may arise when working with this software. The next slide shows a list of popular programs and an example of a possible error related to vector space synchronization.

It is important to understand that in this In this context, it doesn't matter whether the program is oriented in positive or negative Y space (Substance supports both). The key is to invert the green channel in the normal map, which is responsible for convexity or concavity. This feature is available in many graphics editors, but it can also be implemented in Photoshop. Proper normal handling is critical to achieving high-quality results in 3D modeling and texturing.
The list above shows that there are many programs that support the Y+ and Y− coordinate systems. Substance 3D applications use OpenGL and DirectX terminology, which also implies the same vectors. This allows us to conclude that if the normals in another program appear convex instead of concave, it is worth considering the specifics of the vector space of that software. Understanding these differences is critical for correct work with graphics and optimizing visualization in projects.
When using UV coordinates, which are responsible for mapping textures to 3D models, a number of issues may arise. A project can have multiple UV maps, each assigned to different segments of an object. This can lead to texture overlap. Furthermore, each object's material may have its own unique UV coordinates, which further increases the risk of conflicts and distortions. It's important to carefully manage UV coordinates to avoid visual artifacts and ensure high-quality texture mapping on models. Matthias's example features a separate UV map that completely covers the object. There's also a separate UV map for applying lightmaps or masks, which can be useful during shading if you need to add an additional layer to the object. When selecting a mesh in the viewport, the UV map window displays only the map associated with the selected segment, without displaying any other UV coordinates. This approach allows artists to work with textures and lighting more accurately and efficiently, simplifying the editing and rendering process.



For UV packing, Matthias uses the UVPackmaster add-on, which provides high-quality UV unwrapping. This tool optimizes the texture packing process, improving space utilization and minimizing distortion. UVPackmaster offers users many useful features, such as automated UV island placement and the ability to customize packing parameters based on specific tasks. This add-on makes texture creation more efficient and convenient, significantly simplifying the work of artists and 3D designers.
Complex objects are best divided into logical segments and represented as color materials. This approach improves information comprehension and simplifies data management. Furthermore, visualization helps accurately determine the number of material sets required to create the entire object. This method promotes more efficient project management and resource optimization.

Depending on the features The engine you use may require additional optional data. This data may include information that will help improve the functionality and performance of the system. Optional data is often used to tune parameters, optimize performance, and improve the user experience. Make sure you provide all the necessary data to achieve maximum efficiency and full functionality of your engine.
- a set of levels of detail prepared by the artist;
- physics data (colliders, rigid body physics);
- contact points, known as Attachment Points, which determine how the mesh will interact with objects and whether they can remain on its surface, as in the scene with colored cubes below.

When exporting artwork, artists often face a number of challenges. One of the main issues is choosing the right file format. Each format has its own advantages and disadvantages, which can affect image quality and its compatibility with different platforms.
Another challenge is the need to optimize images for the web. It's important for artists to maintain high-quality work while reducing file size to ensure fast loading and good visualization on the website.
Furthermore, artists may face copyright and licensing issues. Protecting their work and properly arranging licenses is an important aspect of successful export.
Promoting your work is equally important. An effective SEO strategy will help attract the target audience and increase the visibility of your work in search engines.
Therefore, when exporting artwork, many factors must be taken into account to successfully present your work to a wide audience.
Transferring data to a game engine is a crucial stage of game development that requires a careful approach and meticulous preparation. This process involves migrating all necessary assets, such as textures, models, animations, and sound files, to the target environment. Proper data organization and the use of optimal file formats will help ensure high game performance and engine stability. It is also important to consider the compatibility of the transferred data with the tools and libraries used. This will help avoid errors and crashes during development. Efficiently transferring data to the game engine not only speeds up the development process but also helps create a high-quality gaming experience for users.
Data from a BLEND file can be transferred to various programs or directly to the game engine. The most common issues arise during the import or export process. To identify the cause of content display errors, re-import the asset into Blender immediately after exporting. If the object is not displayed correctly after re-importing, this indicates that the problem is not related to the functioning of third-party programs or the game engine.
На представленном примере видно, что шейдинг модели отображается корректно, однако в аутлайнере нарушена цепочка иерархии элементов. Это позволяет сделать вывод, что с увеличением объема данных в объекте становится сложнее выявить причины проблем и проанализировать все составляющие ассета. Поэтому перед экспортом объекта рекомендуется максимально упростить данные. Упрощение структуры иерархии позволяет не только избежать ошибок при экспорте, но и облегчает процесс последующего анализа и редактирования. Кроме того, это способствует улучшению производительности и снижению риска возникновения новых проблем в будущем.
- найти все экземпляры;
- конвертировать их в меши;
- применить все модификаторы, за исключением Взвешенной нормали (Weighted Normal);
- проверить, есть ли отрицательные значения в параметрах Трансформации (Transform), и применить трансформации: Правка (Edit) — Применить (Apply) — Трансформации (Transform);
- объединить все элементы.
После выполнения всех этих действий объем данных значительно уменьшится, что упростит процесс их анализа. Такой подход позволит быстрее выявлять ключевые тенденции и insights, что повысит эффективность работы с информацией.

On the previous slide, Matthias simplified the previously discussed object by applying transformations to it. As a result, on some segments, face normals began to appear on the reverse side. This happened because some segments had negative values in the Scale parameter before performing the operation.

After merging There are many unnecessary elements left that require removal from the general list in the settings. This will optimize the structure and improve the manageability of the content.

In the UV maps section, the names of the UV unfoldings have changed. This can happen when multiple UV maps are assigned the same name. In such cases, it's important to organize the UV map attributes and provide them with the correct names so they can be recognized correctly by the game engine. When combining objects into a single asset, Blender's algorithms effectively distribute all the details in a single set, which helps optimize workflow and improve texturing quality.

Creating high-quality assets requires careful refinement after completing the previous steps. It's important to pay attention to adjusting topology and UV mapping to achieve the best results. We'll cover these aspects in more detail in the next section.
Inspecting an asset in a game engine is an important step in game development. This process allows developers to evaluate the quality and functionality of game objects and ensure they meet design requirements. When inspecting an asset, it's important to pay attention to its textures, models, animations, and interactions with the environment. Using the game engine's visualization tools allows you to identify potential flaws and optimize performance. Effective asset inspection contributes to the creation of a higher-quality game product and improves the overall player experience.
After completing all of the above steps, it's important to test the asset in the game engine. First, pay attention to the transformation and export settings in Blender. The program has many options, and sometimes the most suitable export option for game engines must be found through trial and error or by watching video tutorials online. Some game engines, such as Unreal Engine, offer import settings that allow you to adjust transformation parameters, simplifying the asset integration process.

In practice, situations arise where correctly specified transformation data doesn't work. Matthias encountered several such cases when exporting content to Unreal Engine and Unity. For example, when exporting from Blender, the artist specified all scaling parameters as 1x1x1. However, after importing into Unity, the engine automatically set the object's scale to 100x100x100 units. This highlights the importance of checking transformation settings after import to avoid unexpected changes in the size and proportions of objects.

If you're experiencing scaling issues when exporting, Matthias offers a helpful solution. Link the object to a cube-shaped Empty. Then, open the Tool tab with the N key and, in the Transform section, enable the "Affect Only Parents" option. After this, you can export the asset to the engine, and the transformations will display correctly in Unity. This method, developed by Matthias many years ago, remains relevant and effective today. Use this approach to avoid scaling issues and improve the quality of your Unity projects.
Using Emptys is a convenient solution for indicating The asset's fulcrum. This streamlines the content workflow and simplifies element management. Dummy assets serve as an important development tool, providing structure and flexibility in design. It's important to consider their importance to achieve effective results when working with digital assets.
An asset created in Blender can be used in other programs that a studio uses in its digital content development workflow. At this stage, certain nuances arise that are important to consider to ensure compatibility and the quality of the final product.
To reduce risks during export, Matthias recommends using the reverse export method. Start by creating a simple asset in a host program, such as Maya, and run it through the entire pipeline for further processing. Then, import the asset into Blender. This approach will allow you to obtain a reference with established data standards that will need to be reproduced in Blender. The end result will be a kind of reverse engineering based on the digital content developed within your company's pipeline. This will ensure a smoother transition between programs and help avoid common errors when exporting.

In most companies, all operations with game assets within Pipelines are created in Maya. Therefore, Matthias analyzed the import features in other programs, using this software as an example. Preparation for export is generally similar to the process of preparing assets for transfer to a game engine. However, in the context of working with applications, there are some nuances that should be noted. These details are important to ensure correct asset integration and optimize the workflow in various development environments. Transformation settings. The same approach applies here as for exporting to game engines. Hierarchy differences. Groups in Maya differ in structure from Blender collections. To correctly match content, it is best to consult with the studio's technical artists. Naming specifics. In Maya, you cannot give an object and its components the same name. For example, a Cube object cannot have a Cube material; otherwise, the program will generate a random name, which will complicate content management. You should also avoid using specific characters such as "." or "|".

- Data duplication. This usually happens with materials.
Matthias has recently been actively using geometry nodes to automate the process of simplifying the asset structure before export. Using a combination of nodes, he developed a unique modifier that allows you to replace any created mesh with a ready-made collection. This tool is easy to use and is suitable for working with various asset geometry.
To create a bundle of geometry nodes in Blender, open the Geometry Nodes menu and click the New button (+New). After that, using the basic Group Input and Group Output bundle, you can expand the component chain, adding the necessary elements to achieve the desired result. This approach allows you to effectively manage geometry and create complex models.
Matthias's scheme is a specific sequence of actions. First, you need to connect the Group Input to the Collection Info node, which is automatically created when you drag the collection shortcut into the graph area. This node should then be linked to the Realize Instances node, which can be found via the search bar when pulling the thread from the slot. It is also important to note the parameters indicated in the attached screenshot and connect them to the Group Output.

Custom modifier Extracts data from a collection and transforms instances. Additional functions can be integrated into this linkage to expand its functionality.
In the example shown, Matthias hid all collections and created a standard plane. The artist then applied a custom linkage to the plane by selecting a modifier from the Geometry Nodes category and clicking the "Add Modifier" button. This approach allows you to effectively manage geometry and create unique visual effects in the project.
Important It's worth noting that this process essentially replicates all the steps involved in preparing an asset for export, as previously mentioned by the artist. However, it's significantly faster, saving time and increasing efficiency.
This approach has its own unique features. In particular, Matthias highlighted several key nuances.
- The instances themselves are not exported and need to be converted into geometry.
- The conversion (checking the Realize All box in the Realize Instances node) negates the effect of the previously applied Weighted Normal modifier, as can be seen in the GIF below. This may be a bug, but you'll need to apply the modifier again.
- Limited data display. Although the materials on the object appear correctly in the viewport and the UV mapping remains unchanged, the data is missing from the settings themselves. For it to appear, all modifiers must be applied. To do this, hover the cursor over the modifier field and press Ctrl + A or select the Apply option by clicking the arrow next to the modifier name.
To see the menu with the "Apply All" button in the modifiers section, similar to what Matthias shows in the screenshots, you need to install the Modify Tools add-on. This add-on significantly simplifies the process of working with modifiers, allowing you to apply changes to multiple elements at once. Installing Modify Tools will provide a more convenient and efficient editing process.
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The use of modifiers is an important step in analyzing the components of an asset, including checking materials, UVs, and other parameters. However, if the asset is intended for export, the use of modifiers is not mandatory. In this case, it is sufficient to activate the corresponding option in the export settings in the Geometry section. This simplifies the process of preparing assets for further use, while maintaining all the parameters necessary for the correct operation of the model.
- Performance may degrade, especially if the scene is very large.
Having examined the specifics of working with Blender within a studio pipeline, we will move on to the practice of creating assets for AAA games. It is important to consider all aspects, including modeling, texturing, and optimization, to ensure high quality and performance. Proper integration of assets into game engines also plays a key role in the successful development of projects.
Creating a High-Quality Asset
When developing content, it is important to consider the overall complexity of the design. The process begins with creating simple shapes and determining their dimensions, after which the design of the model is refined. This approach allows you to effectively organize your work and achieve high-quality results.

Elements that can be reused are separated from the structure, which This results in the creation of instances. The term "instance" is familiar to many 3D artists. For example, in Blender, you can duplicate an object using the keyboard shortcut Alt + D. The copy retains the same data as the original, significantly simplifying the process of modeling and scene optimization. Using instances allows you to effectively manage resources and speed up work on 3D graphics projects.
Matthias makes extensive use of instances collections in your work. Using these instances allows you to easily duplicate the contents of collections in your scene. To create an instance in your scene, simply press Shift + A, select "Add," then "Collection Instance," and select the desired collection from the list. This approach provides flexibility in manipulating various elements, significantly simplifying the modeling and scene management process. Collection instances not only save time, but also help keep your project organized by allowing you to make changes in one place and automatically update all duplicates.
В сцене удобно управлять коллекциями, используя Пустышку (Empty). На представленном изображении Маттиас открыл настройки Коллекции (Collection Properties) и развернул вкладку параметра Создание экземпляров (Instancing). В разделе Смещение экземпляра (Instance Offset) он выбрал опцию Set Offset from Object. Это позволяет задать смещение экземпляра коллекции в зависимости от положения активного объекта, что упрощает организацию и настройку сцены. Такой подход способствует более эффективному управлению элементами и улучшает визуализацию.
The model of Matthias's machine, previously presented in the slides, includes elements from the collections. The presented gif shows all the components from which the artist assembled this design.
In his work, Matthias uses several effective techniques to simplify interaction with assets. One of these is an operator, written in Python, that disconnects the location of an asset instance from the original object. This became necessary when moving objects resulted in misalignment. To make his task easier, Matthias selected the Empty associated with the object to be moved and used the Set the collection offset command. Thus, it provides more precise control of objects and optimizes the process of working with assets.
Note: This section contains important additional Information that may be useful for understanding the topic. Pay attention to the key aspects that will be covered in detail. Use this information to further analyze and evaluate the data presented. Make sure you read each point, as this will help you better navigate the material being discussed.
Matthias's talk does not contain information on how to create such a script. However, all of his developments, including scripts for managing collections, are available on GitHub.
Complex objects can contain several thousand elements, and their structure needs to be simplified before export. Previously, Matthias used a geometry node to simplify objects, but after converting instances to meshes, the object structure was destroyed. As a result, thousands of objects are divided into different categories and material IDs. For effective export of such objects, it is important to preserve their integrity and structure, which will avoid confusion and simplify the process of further work with them.

The artist, exploring new techniques, he discovered a way to organize the object hierarchy using geometric nodes. Matthias began by organizing different types of parts into separate collections. Instead of transforming the entire object, he focused on transforming instances from these collections. This allowed him to separate specific elements and make changes to them, which significantly simplified the workflow and increased the level of detail.

You can create Create multiple variations of the same mesh and export the selected design to the game engine. This allows developers to flexibly adapt models to different game styles and requirements, improving visual perception and increasing player engagement. You can export meshes to the game engine using various formats, which simplifies integration and working with 3D objects in your project.

Another advantage of this approach is the ability to make changes to the collection. For example, you can add an element of randomness to certain objects using the Randomize Transform function. This function is available in the Object - Transform tab. Using random transformation allows you to diversify the elements of your collection, giving them a unique look and improving visual perception.
All actions performed affect other instances assets that can then be exported to a game engine or other 3D modeling software. This ensures consistency and simplifies the process of working with 3D objects, allowing for efficient resource management and a streamlined workflow.
A polygonal mesh should start with the simplest possible structure. It can then be refined using various modifiers, such as Boolean, Solidify, Triangulate, and other necessary functions that meet the requirements of a specific model. Proper use of these tools allows you to create more complex and detailed objects, which in turn improves the quality of 3D models and their visualization.
Changing the polygonal mesh is indeed a destructive process. It's important to note that adjusting the topology and UV mapping also requires further work. Optimizing the topology improves rendering and animation, while proper UV mapping ensures high-quality texturing of the model. Therefore, when working with a polygonal mesh, it is necessary to pay attention to all aspects to achieve the best results.

The process of finding N-gons in a polygon mesh can be sped up with specialized add-ons. However, Blender offers a built-in function for this task. In Edit Mode, go to the Select tab and choose Select All By Trait, then choose Faces by Sides. In the Number of Vertices field, enter "4" and in Type, select Greater than. After completing these steps, all N-gons will be displayed in the mesh, which will significantly simplify working with the model.
The latest versions of Blender have introduced an updated overlay for displaying mesh data in the viewport. This overlay is accessible in Edit Mode via the viewport display menu, which is indicated by the mesh icon. Additionally, in UV Unwrapping mode, there is also a useful overlay that simplifies texturing. The interface for these functions can be seen in the image below. Improved overlays help users analyze and edit models more efficiently, making the 3D graphics creation process even more convenient and intuitive.

To check that normals are displaying correctly, Matthias recommends using MatCaps in the viewport settings. This feature allows for more efficient normal visualization and helps identify potential errors in model geometry. You can find more information about MatCaps and their use in our articles.
After examining the theory, we will move on to the practical aspect: how an asset developed in Blender is integrated into the production process of a AAA project.
Examples of assets used in production
Matthias presented models of the stage boxes in Alan Wake 2. Although the development of this prop was carried out by hard-surface modelers, the artist contributed to the asset’s creation due to a lack of resources and time on the team. This example highlights the importance of flexibility and multitasking in game development, where every team member must be prepared to adapt to changing conditions and project requirements.

Matthias began modeling the basic shape, which he immediately exported to the game engine to verify the asset's placement within the level. He then separated the object elements into individual components, such as locks, wheels, and other details, so they could be reused across different parts of the project. This approach not only optimizes the development process, but also contributes to the creation of more universal and flexible game elements.

The presented gif demonstrates the possibility Quickly replace high-poly elements with low-poly ones in Matthias's collections. Simply use the corresponding collection instances, significantly simplifying the process of working with 3D models and optimizing performance. Using low poly elements is especially important for projects where high rendering speed and minimal system load are important.
Using the described combination Using geometry nodes, artists can export assets to the game engine at any stage of production. This can occur during prototyping, high-poly models, or intermediate versions. This approach provides flexibility and streamlines the workflow, allowing artists to quickly adapt to changes and improvements in the project.
Using the same principle, materials can be quickly reassigned from one mesh category to another. For example, the high-poly category can only contain ID materials that are not required for the production process. This approach optimizes material management and improves project organization, which is especially important when developing complex 3D models. Reassigning materials helps avoid confusion and improves the quality of the final product.
Matthias successfully applied his method to develop the shelving assets in the archive room from the Alan Wake 2: The Lake House expansion. The screenshot shows the basic models of the cabinets and shelving, which he loaded into the engine to check for correct scaling. This process allows you to ensure the correct proportions and overall aesthetics of the objects, which is an important step in creating high-quality game content.

In this The asset's BLEND file contains collections of high-poly, low-poly, and medium-poly variants. These options provide flexibility when using the model in different projects, allowing you to optimize performance and rendering quality depending on your needs.

Matthias organized the objects into collections and used a geometry node to combine the meshes. He could then send any variations to his colleagues, who, thanks to the clear structure, quickly determined which asset needed to be exported to the engine. If necessary, Matthias could quickly change the design of the drawers, and these changes were automatically applied to all the shelving units. This ensured the team's efficiency and simplified the development process.

The assets of the shelves in the game are presented in A variety of designs and styles are available, allowing players to customize their gaming space. These elements are not only functional but also visually appealing, adding depth and atmosphere to the gaming environment. Each shelving unit is crafted with attention to detail, making them ideal for use in a variety of gaming scenarios. Check out the presented shelving assets and choose the ones that best suit your project.



Results
Several years ago, our editorial team analyzed the reasons that prevent Blender from becoming an industry standard. During this research, we found that many Russian studios are willing to hire modelers who prefer Blender. The experience and achievements of the speaker of this report confirm that large international studios are also loyal to Blender. The program continues to evolve and introduce new features, making it attractive to 3D modeling professionals.
Matthias did not ask his colleagues at Remedy to modify the pipeline to suit his preferences. However, he expresses gratitude to the company for the opportunity to work in software that provides him with maximum comfort and allows him to achieve high results.
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