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Pricing, licensing, team pipelines, and where AI 3D fits.

  • 01Where AI actually fits in a 3D pipelineNot "replacing artists" and not "a toy". A specific account of which stages it changes and which it does not.
  • 02Estimating how long a 3D asset takesA framework for scoping work in hours, and the factors that move an estimate by an order of magnitude.
  • 03Writing a brief for a 3D assetWhat an artist — or a generator — needs to produce the right thing first time.
  • 04Organising a 3D pipeline for a teamConventions, handoffs and validation. What stops a project becoming unnavigable at scale.
  • 05Version control for 3D assetsBinary files, large repositories and no meaningful diffs. What actually works.
  • 06Building a reusable asset libraryThe difference between a folder of models and a library someone can actually find things in.
  • 07Licensing and rights for 3D assetsWhat you are allowed to do with a model depends entirely on where it came from. The questions to ask.
  • 08Roles in 3D productionWho does what, and how the boundaries are shifting as generation takes over the build stage.
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