3D Software
← Knowledge baseBlender, Maya, ZBrush, Substance and the rest of the toolchain.
- 01Cleaning up a generated model in BlenderThe specific steps that take a reconstructed mesh from imported to usable, in the tool most people will use to do it.
- 02Blender for people who do not modelThe minimum set of concepts needed to open a file, look at it, fix something small and export it again.
- 03Blender add-ons worth knowing for asset workThe built-in and third-party add-ons that matter for cleaning, retopologising and exporting models.
- 04Maya: where it still dominatesAnimation and rigging, mostly. What Maya is genuinely better at and what that means for a mixed toolchain.
- 05ZBrush and digital sculptingWhat sculpting is for, how it differs from modelling, and where a generated mesh fits into a sculpting workflow.
- 06Substance and dedicated texturing toolsWhy texturing moved out of the modelling application, and what a dedicated painter gives you.
- 07Houdini and procedural asset generationBuilding assets as rules rather than as geometry, and where that beats both hand modelling and AI generation.
- 08CAD versus mesh modellingTwo completely different ways of describing a shape, and why converting between them is lossy in one direction.
- 09Photogrammetry: meshes from many photographsReconstructing real objects from dozens of overlapping photos. How it differs from single-image generation, and when to use which.
- 10Inspecting a model without opening a DCCWhat to check when you receive a 3D file, and the lightweight ways to check it.