Blog - Page 3
Discover behind-the-scenes stories, expert tips, and the latest trends in game art production, design, and development.
3D Weapons & Vehicles for Tactical Games (Squad/RoN-tier)
There’s a moment every art director knows. The weapon looks perfect in Marmoset. Clean normals, solid PBR response, the kind of beauty shot you’d pin to your reference board. Then it goes into Unreal, the player picks it up in first person — and the whole thing falls apart. The silhouette reads wrong at 45°. […]
22.05.2026
3D Environment Art for UE5: Technical Considerations for AAA-Tier Projects
3D Environment Art for UE5: What AAA Production Actually Requires A note on authorship: this is written by the environment and technical art team at Nasty Rodent. We build 3D environments for mid-core and AAA titles — projects like Squad, Ready Or Not, and Starship Troopers: Extermination. What follows isn’t a marketing document. It’s what […]
21.05.2026
3D Character Pipeline for Unreal Engine 5: Best Practices and Common Pitfalls
A 3D character pipeline is the structured sequence of production stages that takes a character from concept approval to a game-ready skeletal mesh inside Unreal Engine 5. In AAA production, the pipeline is a delivery contract: every stage has defined inputs, defined outputs, and defined quality gates. When those gates are skipped or compressed, the […]
18.05.2026
What Is Retopology in 3D Modeling: Production-Ready Workflow
Every 3D artist reaches the same moment: you’ve spent three days sculpting a character in ZBrush. The surface reads beautifully – every skin pore, every fabric fold, every seam exactly where it should be. You export it to your game engine. The editor chokes. The rig won’t bind correctly. The animator tells you the mesh […]
13.05.2026
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