Game 3D Model Design
Core Workflow
- Identify the model purpose, target engine, camera distance, animation/deformation needs, platform budget, and art style.
- Start with silhouette and primary forms before topology detail. The model should read in untextured clay or flat color.
- Choose a modeling route: direct low-poly, high-poly to retopo, sculpt to retopo, CAD/scan cleanup, kitbash cleanup, or procedural base plus manual finish.
- Build topology to support the next task: shading, UVs, baking, rigging, deformation, destruction, customization, or modular reuse.
- UV with visible seams, texel density, texture reuse, baking needs, and material boundaries in mind.
- Validate normals, smoothing, triangulation, scale, transforms, nonmanifold geometry, hidden faces, overlapping surfaces, and export/import behavior.
Modeling Priorities
- Silhouette: spend geometry where outline changes matter at the gameplay camera distance.
- Topology: use clean loops for deformation areas, controlled support edges for hard surfaces, and avoid long thin triangles where they cause shading or lighting artifacts.
- Retopology: rebuild high-density sculpt, scan, or CAD geometry into an optimized low-poly mesh when the source is not suitable for real-time use.
- UVs: minimize stretching, keep texel density intentional, split islands along logical seams, and avoid overlap unless mirrored/stacked UVs are intended.
- Normals and baking: decide where detail belongs in geometry, normal maps, trim sheets, decals, or material noise.
- Deformation: place loops around shoulders, elbows, knees, jaw, mouth, eyes, fingers, cloth bends, and other articulation zones.
- Cleanup: apply transforms, remove doubles/loose geometry, name objects, freeze/reset as required by the pipeline, and test export.
Review Stance
When reviewing a model, lead with production blockers:
- Broken scale, transforms, orientation, or pivot
- Bad topology for deformation or shading
- Unusable UVs or inconsistent texel density
- Too many materials, objects, bones, or polygons for the target
- Missing collision, LOD, bake, or engine import needs
- Visual design that relies on texture detail instead of readable form
Deliverable Shape
For 3D model work, provide:
- Model purpose and target constraints
- Form/silhouette assessment
- Topology, UV, normals, bake, and deformation notes
- Engine import risks
- Fix plan or modeling brief
- Verification checklist
References
- Read
references/model-quality-checklist.mdwhen auditing a mesh, planning retopology, or preparing a model for engine import.