Knowledge base
Reference for making 3D with AI and shipping it — what the tools do, where they fail, and how the results fit into a real pipeline. 124 articles.
- Generate 3DTurning prompts, photos and reference views into usable meshes.15 articles
- Gaussian SplatsPhotoreal objects and worlds as splats: what they are, how to capture for one, where they open.5 articles
- 3D PipelinesChaining generation and clean-up into one run, and running it on many inputs.5 articles
- Game DevelopmentGetting assets from a generator into a shipping game.12 articles
- Game EnginesUnity, Unreal, Godot, Roblox — importing, materials, and limits.12 articles
- 3D SoftwareBlender, Maya, ZBrush, Substance and the rest of the toolchain.10 articles
- 3D ModellingTopology, sculpting, hard surface, and how meshes are built.10 articles
- Texturing & MaterialsPBR channels, UV layouts, baking, and why a material looks wrong.11 articles
- Rigging & AnimationSkeletons, skinning, retargeting, and auto-rigging limits.8 articles
- File FormatsGLB, FBX, OBJ, USD, STL — what each one actually carries.9 articles
- OptimizationPolygon budgets, LODs, draw calls, and texture memory.8 articles
- AR, VR & WebReal-time 3D on headsets, phones and browsers.6 articles
- 3D PrintingWatertight meshes, wall thickness, and print-ready export.5 articles
- Workflow & IndustryPricing, licensing, team pipelines, and where AI 3D fits.8 articles