Blog
Working notes on generating, cleaning and shipping 3D assets — from the first prompt to the final export.
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11
Retopology without the pain: when to remesh and when to leave it
Decimation, remeshing and retopology are three different operations with three different costs. Picking the wrong one is why your UVs came back as confetti.
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12
Polycount budgets that hold up on mobile, PC and console
Per-frame and per-asset triangle numbers that actually ship, plus the reasons draw calls and tiny triangles will cost you more than polycount ever does.
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13
Triangles or quads: choosing topology that survives your pipeline
Your GPU has never drawn a quad. Here is why quads still matter, when triangles are the right answer, and the triangulation bug that wrecks normal…
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14
PBR materials, demystified: base color, metallic, roughness, normal
What each PBR map physically represents, the color-space and green-channel mistakes that ruin imports, and how much texture memory you are really spending.
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15
From prompt to mesh: what actually happens inside text-to-3D
A stage-by-stage look at how a sentence becomes a textured GLB, and why knowing the pipeline makes your prompts and your cleanup far better.