Guides for making better 3D, faster
How to get clean results from AI generation, and the 3D fundamentals that decide whether a model is usable: topology, materials and budgets. Short definitions live in the 3D glossary.
Optimisation, Web 3D, 7 min read
How to reduce GLB file size for the web
We shrank the models on this site by up to 99%. Here is what made the difference, with measured numbers and the commands we ran.
Prompting, 7 min read
How to write text-to-3D prompts that produce clean models
Text-to-3D rewards a different kind of prompt than image generation. Here is the structure that works and the habits that waste credits.
Image to 3D, 6 min read
How to choose a reference image for image to 3D
The input image decides most of the result. A short checklist for photos, product shots and concept art that convert cleanly to 3D.
Image to 3D, 6 min read
Photogrammetry vs AI image to 3D: which one fits your project
One measures a real object from many photos; the other infers a whole model from one. They solve different problems.
Texturing, 8 min read
PBR texture maps explained
Base colour, roughness, metallic, normal, AO: what each map controls, why they are separate, and how to tell when one is wrong.
Texturing, 7 min read
UV unwrapping explained for people who just want good textures
Textures are 2D, models are 3D. UV unwrapping is the bridge, and most texture problems start there.
Topology, 7 min read
Quads vs triangles: when topology matters and when it does not
Every GPU renders triangles, so why do artists insist on quads? A plain explanation of topology and when it is worth fixing.
Optimisation, 6 min read
How many polygons should a 3D model have?
Starting ranges for triangle counts on mobile, PC, web and AR, and why polycount is only one part of performance.