Notes

Notes from the studio

What you end up knowing after enough deliveries: what a licence actually permits, what a source file holds, where the triangles of a bust go. Written once, rather than repeated by email.

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  1. 4 min read

    Royalty-free, non-exclusive, exclusive: three words for two things

    A Flash ships with a non-exclusive commercial licence. The question that follows is always the same: if another studio buys the same piece, what is left for the one who bought it first? Three parts — what is granted, what is not, and the point at which non-exclusive stops being enough.

  2. 3 min read

    What is inside the .blend, and why it ships

    Every piece in the catalogue carries the same line: «.blend source file». It settles more purchases than any other line on the sheet, and it is the one nobody explains. Here is what it covers, and what it lets you do that the FBX does not.

  3. 4 min read

    Fourteen thousand to twenty-six: where the triangles go

    The usual answer — «as few as possible» — helps nobody. A triangle budget follows from viewing distance, silhouette and how many copies sit on screen. Here are six real busts, their exact counts, and what makes one of them twice the weight of another.

  4. 3 min read

    Blender to Unity: scale, axes, materials

    A character imported from Blender lands in Unity a hundred times too big, flat on its back, and grey. These are not three bugs. They are three conventions that do not line up, and each is settled at export rather than afterwards.

  5. 4 min read

    Hand-sculpted assets, and the Steam AI disclosure

    In January 2026 Valve tightened what a studio must declare on its Steam page about generative AI. The rule no longer targets the tools you work with; it targets what the player sees. For anyone buying assets, the question changes in kind: it stops being about quality and becomes about origin.