Welcome to the NV3D blog
What this blog is for: long-form technical notes from the NV3D pipeline, and a look inside the systems that make our packs work.

NV3D makes production-ready, gameplay-functional 3D asset packs for game developers. Across four series - Wild Harvest, Wild Orchard, Shatter Stone and our individual releases. Every pack is built to drop into a project and do something: grow, ripen, shatter, spawn pickups, survive a season change.
Most of that work never makes it onto a store page. The store listing shows you the end product; it doesn't show you the Houdini network that scattered the leaves, the state machine that decides when a crop is ready, or the three dead ends we hit before the shader behaved. This blog is where that goes.
#What to expect
Long-form, technical posts. Pipeline write-ups from Blender, Houdini, Unity and Unreal. Breakdowns of the systems inside specific packs. The occasional tool, script or workflow that saved us a week and might save you one too.
Posts will be tagged by software and series for convienience.
#Where else to find us
The packs themselves live on Fab and the Unity Asset Store, and series documentation is linked from each series on the catalogue. If you have a question about a pack or a request for a topic, the contact form lands straight in the studio inbox.
Build with the packs behind these posts.
Production-ready, gameplay-functional 3D asset packs for Unity and Unreal.