Professional Projects: Products, Games and Prints
Three professional pipelines
Product visualisation Model from client measurements or CAD → realistic materials → studio lighting → stills and turntables → web viewer (GLB) and AR (USDZ).
Game assets Block out → high-poly sculpt/model → low-poly retopology → UVs → baked maps → textures → GLB/FBX with LODs and correct scale and pivots.
Printable products Model or sculpt → voxel remesh to a solid → wall thickness and tolerance checks → split into parts with keys → STL/3MF → test print → iterate.
Working with clients
- Get references, dimensions and brand colours up front.
- Agree deliverables: resolutions, formats, number of angles, revision rounds.
- Show progress at blockout, material and lighting stages; changes are cheap early.
- Deliver organised files and a short readme.
Pricing
Estimate by stage (modelling, texturing, lighting, rendering, revisions) and multiply by your rate; offer packages (e.g. 5 product renders + turntable + web GLB). Render time on your hardware is a real cost.
A strong Blender portfolio
- 6–10 finished pieces in your chosen direction, quality over quantity.
- Breakdowns and wireframes.
- Turntables and interactive viewers.
- A short description of your role and tools for each.
Final project
Complete one end-to-end client-style project in your chosen pipeline: a brief, references, progress milestones, final deliverables in all required formats, a breakdown image and a turntable, plus a written quote for a similar project.
Check yourself
- What are the stages of the game asset pipeline?
- Why show work at the blockout stage?
- What should accompany delivered files?
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