New intake Masterclasses on game-ready 3D assets are now open — limited seats per cohort across all regions.
BrekDovnus
Annual Digest 2024 3D Modeling for Video Games
BrekDovnus · Annual Review

What changed in game-ready 3D modeling this year

A focused look at the techniques, tools, and workflow shifts that shaped real-time asset production across the industry in 2024.

Kharkiv, Ukraine
12 min read
Intermediate to advanced

Polygon budgets got tighter, not looser

Studios shipping for current-gen consoles kept pushing polycount ceilings upward on hero assets, but background and environmental geometry got squeezed harder than ever before.

Nanite changed how many teams think about LODs, yet the majority of mid-size studios haven't adopted it fully. Manual LOD chains are still the default for anything mobile or cross-platform, and that's not changing soon.

Texture atlasing and trim sheets saw renewed attention. Modelers who can build reusable trim libraries cut asset time significantly on environmental work — studios noticed and started requiring it in briefs.

3D modeling workspace showing game-ready asset in progress with wireframe overlay

Efficient topology and smart UV layouts remain the core skill gap between junior and mid-level artists in 2024 hiring.

4 Major DCC tools updated their retopology workflows this year
Blender Surpassed Maya in new learner adoption across tracked online communities
PBR Metal-roughness workflow is now the uncontested standard across all major engines

Sculpt-first vs. box-model-first — where the field landed

Two workflows that studios debated for years. Here's what the dust actually settled on.

Sculpt-first
Faster for organic characters and creatures with complex surface detail
ZBrush and Blender sculpting tools matured significantly in 2024
Retopology step adds time but produces cleaner animation-ready meshes
Preferred by character-focused studios and cinematic game pipelines
Box-model-first
Still faster for hard-surface: weapons, vehicles, architecture, props
Topology control from the start reduces rework in the baking stage
Preferred by environment artists and generalist roles at smaller studios
Harder to learn initially but transfers across tools with less friction

The workflow steps that tripped up most artists this year

Four specific areas where we saw the most repeated mistakes in student work and professional portfolios reviewed in 2024.

UV Unwrapping

Overlapping UVs that break baking

Texel density inconsistencies and overlapping shells caused bake failures that artists spent hours debugging. Straightening UVs manually before baking saves significant time downstream.

Normal Maps

Wrong tangent space between bake and engine

Baking in object-space then importing to an engine expecting tangent-space normals produces seam artifacts. Matching the bake settings to the target engine's tangent basis is non-negotiable.

LOD Chains

Skipping the LOD1 silhouette check

LOD1 at 40% polygon reduction often breaks the silhouette at mid-range distances, which is where players spend most of their time. Automated LOD tools rarely handle this well without manual review.

Material IDs

Too many materials on a single mesh

Draw calls accumulate fast when every prop carries four to six material slots. Consolidating to one or two materials per object with a well-planned texture atlas is the standard expectation at most studios now.

  • Marmoset Toolbag 5 released with real-time ray tracing baking — changed how many artists validate normal maps before engine import
  • Substance 3D Painter's smart material library expanded, reducing hand-authored texture time on secondary props by a noticeable margin in structured pipelines
  • Unreal Engine 5.4 introduced Skeletal Mesh Editor improvements that made in-engine LOD authoring viable for the first time without leaving the editor
  • Blender 4.1 geometry nodes updates opened procedural modeling approaches that were previously only accessible in Houdini-based pipelines