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Journal 15 entries

Blog

Working notes on generating, cleaning and shipping 3D assets — from the first prompt to the final export.

  1. 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.

    Pipeline 7 min read 1,462 words

  2. 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.

    Pipeline 6 min read 1,294 words

  3. 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…

    Pipeline 7 min read 1,438 words

  4. 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.

    Guides 6 min read 1,421 words

  5. 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.

    Engineering 7 min read 1,493 words