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    <title>threeD guides</title>
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    <description>Guides on AI 3D generation, topology, materials and polygon budgets.</description>
    <language>en</language>
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      <title>How to reduce GLB file size for the web</title>
      <link>https://threed.site/blog/reduce-glb-file-size</link>
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      <description>Textures, not triangles, make most GLB files heavy. Measured before-and-after results from 9 models, the exact command, and when to use Draco or Meshopt.</description>
      <pubDate>Mon, 05 Oct 2026 00:00:00 GMT</pubDate>
      <category>Optimisation</category>
      <category>Web 3D</category>
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    <item>
      <title>How to write text-to-3D prompts that produce clean models</title>
      <link>https://threed.site/blog/text-to-3d-prompt-guide</link>
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      <description>A practical guide to prompting AI 3D generators: the four-part prompt structure, negative prompts, poses for rigging, and the mistakes that waste credits.</description>
      <pubDate>Mon, 05 Oct 2026 00:00:00 GMT</pubDate>
      <category>Prompting</category>
      <category>Text to 3D</category>
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      <title>How to choose a reference image for image to 3D</title>
      <link>https://threed.site/blog/choosing-reference-images-for-image-to-3d</link>
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      <description>What makes a good input photo or drawing for image-to-3D: framing, lighting, angle, resolution and background, plus when to use multiple views.</description>
      <pubDate>Mon, 05 Oct 2026 00:00:00 GMT</pubDate>
      <category>Image to 3D</category>
      <category>Photography</category>
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      <title>Photogrammetry vs AI image to 3D: which one fits your project</title>
      <link>https://threed.site/blog/photogrammetry-vs-ai-image-to-3d</link>
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      <description>How photogrammetry and AI image-to-3D differ in input, accuracy, speed and cleanup, with a simple guide to choosing between them for a given object.</description>
      <pubDate>Mon, 05 Oct 2026 00:00:00 GMT</pubDate>
      <category>Image to 3D</category>
      <category>Workflows</category>
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    <item>
      <title>PBR texture maps explained</title>
      <link>https://threed.site/blog/pbr-texture-maps-explained</link>
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      <description>What each PBR texture map does, how base colour, roughness, metallic, normal and ambient occlusion work together, and how to spot a broken map.</description>
      <pubDate>Mon, 05 Oct 2026 00:00:00 GMT</pubDate>
      <category>Texturing</category>
      <category>Fundamentals</category>
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    <item>
      <title>UV unwrapping explained for people who just want good textures</title>
      <link>https://threed.site/blog/uv-unwrapping-explained</link>
      <guid isPermaLink="true">https://threed.site/blog/uv-unwrapping-explained</guid>
      <description>What UV maps are, why seams and islands matter, how texel density keeps textures sharp, and what to check on an AI-generated model before texturing it.</description>
      <pubDate>Mon, 05 Oct 2026 00:00:00 GMT</pubDate>
      <category>Texturing</category>
      <category>Fundamentals</category>
    </item>
    <item>
      <title>Quads vs triangles: when topology matters and when it does not</title>
      <link>https://threed.site/blog/quad-vs-triangle-topology</link>
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      <description>Why 3D artists care about quads, when triangles are fine, what edge flow means for animation, and how to decide if an AI-generated mesh needs retopology.</description>
      <pubDate>Mon, 05 Oct 2026 00:00:00 GMT</pubDate>
      <category>Topology</category>
      <category>Fundamentals</category>
    </item>
    <item>
      <title>How many polygons should a 3D model have?</title>
      <link>https://threed.site/blog/polygon-budgets-for-games-web-ar</link>
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      <description>Practical polycount ranges for mobile and PC games, web viewers, AR and VR, plus why draw calls and texture memory often matter more than triangles.</description>
      <pubDate>Mon, 05 Oct 2026 00:00:00 GMT</pubDate>
      <category>Optimisation</category>
      <category>Game development</category>
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