This page documents the general workflow used to create MediaPixel Games assets.
The workflow may evolve depending on the asset, pack, style or target platform, but the overall goal remains the same: create clean, useful and visually coherent 3D assets for games, prototypes and creative projects.
Each asset starts with a clear purpose.
Before modeling, the asset is usually defined by asking:
A good asset should be easy to understand, visually readable and useful inside a project.
Reference images may be used to define the shape, proportions, materials and visual direction of the asset.
References are not copied directly.
They help define the design language and avoid vague or inconsistent modeling decisions.
Useful references may include:
The goal is to create an asset that feels coherent with the rest of the MediaPixel Games library.
The first modeling stage is a simple blockout.
The blockout helps establish:
At this stage, the asset does not need final details.
The priority is to make sure the object works visually before spending time on refinement.
Once the blockout is validated, the asset is modeled with cleaner shapes and more detailed forms.
The modeling process focuses on:
For stylized assets, details are often simplified or exaggerated to make the object more readable.
Assets are checked for unnecessary geometry and technical issues.
Optimization may include:
The goal is not always to create the lowest possible polygon count.
The goal is to keep the asset clean, efficient and appropriate for its intended use.
Materials are created to support the visual style of the asset.
Depending on the asset, materials may be:
Materials may need to be adjusted after import depending on the target software or game engine.
Scale and pivot placement are important for usability.
Before export, assets should be checked for:
For props, the pivot is usually placed in a practical location for placement inside a scene.
For modular environment pieces, pivot placement may be more strict to support snapping and alignment.
Before exporting, the asset is prepared for the target formats.
This may include:
Different formats may require different export settings.
Assets may be exported in several formats depending on their purpose.
Common formats include:
Not every asset includes every format.
Each asset page or pack page should list the available files clearly.
Preview images are created to show the asset clearly.
A useful preview should show:
Some assets may also include turntable videos, wireframe views or scene examples.
Each asset should include basic documentation.
Documentation may include:
Good documentation helps users understand what the asset is, how to use it and whether it fits their project.
Assets should be tested before release when possible.
Testing may include:
Testing helps avoid broken downloads, missing files or confusing asset packages.
Once the asset is ready, it can be released as:
Some assets may be updated later with improved files, new formats or better documentation.
Assets and packs may evolve over time.
Updates may include:
Important updates should be documented in the changelog when possible.
A typical asset workflow is:
This workflow is intentionally flexible.
Some assets are quick experiments.
Others are part of larger packs and require more planning, testing and documentation.
The goal is to keep the production process clear, consistent and useful over time.