Most assets that break on import were not broken in the modelling application. They were exported under one unit convention and imported under another, or named in a way the build script could not parse, or carried three duplicate materials that became three engine materials. These pieces are about the rules that make an asset portable, and about running them consistently across a batch rather than remembering them per object.
Judging image to 3D for game assets means polycount, UVs, texel density, pivots and engine import, not the render. The checklist that matters.
7 min readGenerated skyboxes are convincing backdrops and weak light sources. What equirectangular output needs, how to wire one into Blender, and the limits.
6 min readText to 3D in one step is convenient and hard to direct. Generating an image first, then converting it, gives back the control that matters.
5 min readBlender batch export to FBX and glTF: the scale, axis, naming and material rules that stop assets breaking in Unreal, Unity and Godot.
6 min readLooking for the full set? The AI agent for Blender pillar collects every automation guide, and the blog carries the rest.