Concept art to a game-ready GLB
The rough pipeline I use to turn visual ideas into usable 3D assets.
I usually start by getting the design right in 2D. The silhouette, proportions, materials, and overall style matter before I worry about the mesh.
For the Dead Coast Pier sign, I started with my original artwork and used Tripo to get a 3D model. I assembled the pieces in Blender, worked on the fittings and materials, and cleaned it up for the game. The raw file stays untouched so I can always go back.
The final check is in the actual scene. A model can look great in a viewer and still be the wrong scale, too heavy, badly lit, or a nightmare to interact with.
It's not a magic button that makes production assets. It's a way to move faster without skipping the part where somebody has to make the thing usable.