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Guides, reviews and 3D workflow notes

Practical writing on AI 3D generation, printing, game art and the tools around them.

Tutorial

How to design 3D print models: four paths and the numbers behind them

Whether a model prints comes down to the path you picked at the start and four numbers: wall thickness, overhang angle, clearance and scale. Here are the ranges to design against and the checks to run before slicing.

2026-09-20 · Read more →
Tutorial

How to Use Blender for 3D Modeling: First Model, Hotkeys and Exports

Blender is free and runs on modest hardware, but the first week goes into a shortcut-driven interface rather than pretty models. Here is the interface in five minutes, a first-model walkthrough, the hotkeys worth memorising and how to pick an export format.

2026-09-20 · Read more →
Tutorial

3D generation inside ComfyUI: model families, VRAM tiers and the export path to STL

ComfyUI can run Hunyuan3D, TRELLIS and the lighter 3D models behind one node graph, but the weights, the VRAM budget and the trip from a voxel grid to a printable mesh are three separate problems.

2026-09-11 · Read more →
Tutorial

How to make STL files: four routes from Tinkercad to AI image-to-3D

Four ways to produce an STL: browser primitives, parametric CAD, Blender sculpting and AI image-to-3D. What each route is good at, the export settings that decide printability, and the checks worth running before you slice.

2026-09-04 · Read more →
Tutorial

Make This Picture a 3D Action Figure: From Photo to Printable STL

One picture can become a screen-only model, a game character or a printed figure, and each route needs different work. Here is the five-step photo-to-STL pipeline, the print settings a small figure needs, and how to convert an existing AI action-figure image into a real object.

2026-08-26 · Read more →
Tutorial

How to Import 3D Models into Daz Studio: FBX, OBJ and the GLB Detour

Daz Studio reads OBJ, FBX and Collada, and nothing else you are likely to receive. Here is how to pick a carrier format, land on the right centimetre scale, and repair the three failures people hit: invisible meshes, wrong scale and grey textures.

2026-07-17 · Read more →
Tutorial

Hunyuan3D 2.x in ComfyUI: the two stages, the wrapper choice and the errors that stop first runs

Hunyuan3D 2.x is a shape diffusion model plus a separate texturing stage, and ComfyUI can drive both. Here is how the graph is wired, what each route costs in VRAM, and what the usual error messages mean.

2026-07-13 · Read more →
Tutorial

Image to STL: three routes from a photo to a printable file

Silhouette extrusion, lithophane height maps and AI image-to-3D all end in the same file extension and almost nothing else. Here is what each route controls, which photos survive it, and the checks that happen before the first layer.

2026-07-11 · Read more →
Tutorial

Unity to Blender: exporting a model as FBX or glTF, and repairing what arrives

Unity is Y-up and left-handed, Blender is Z-up and right-handed, and the file in between has to survive both. Two export routes, the import fields worth changing, and a repair table for the first import.

2026-07-10 · Read more →
Tutorial

How to Switch Simon's 3D Model in Cry of Fear: Wardrobe, File Swap and Mods

Cry of Fear runs on GoldSrc, so Simon is a compiled .mdl with a fixed skeleton and indexed BMP textures. Here are the two ways to change him, all twelve outfits, and what model packs really replace.

2026-07-10 · Read more →
Tutorial

What Is a Toggle for a 3D VTuber Model? Outfits, Textures and Expressions You Switch Live

A toggle is any part of a VTuber model that a hotkey can switch on, off or swap while you are live: an accessory, an outfit variant, an eye texture or a facial morph. Here is how the four common kinds work under the hood and how to wire one up without breaking the rig.

2026-07-10 · Read more →
Tutorial

Changing a 3D Model's Material in Godot 4: Overrides, GDScript and the Shared-Resource Trap

Surface Material Override in the editor, runtime swaps from GDScript, and the shared-resource behaviour that repaints every copy of a model — plus the PBR values and import settings that make the result hold up.

2026-07-09 · Read more →
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