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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

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 →
Guide

What Is a Mesh in 3D Modelling? Vertices, Faces, Types and Formats

A mesh is the polygon surface of a 3D object: vertices, edges and faces, plus the normals and UVs that travel with them. Here is what each part does, which properties decide what you can do next, and what each file format keeps.

2026-07-12 · 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 →
Guide

What Is 3D? Width, Height, Depth and How Three-Dimensional Data Works

Three-dimensional means an object extends along width, height and depth, so every point needs three coordinates instead of two. This guide covers what that changes in practice: how a 3D scene reaches a flat screen, what 2D and 3D each cost, and what printing, games, film and AI generation expect from the data.

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 →
Tutorial

3D printed figures: getting a printable mesh without a sculpting degree

Four routes to a figure mesh, the repair pass a slicer quietly expects, and the resin versus FDM decision, with typical numbers for scale, wall thickness and layer height.

2026-07-08 · Read more →
Tutorial

How to export a 3D model: picking between GLB, glTF, OBJ, STL and FBX

Export is a decision about the next application, not about file size. What GLB, glTF, OBJ, STL and FBX each carry, what they quietly drop, and how FBX is reached when a generator does not offer it.

2026-07-03 · Read more →
Tutorial

How to generate a 3D model from an image: the four decisions that shape the result

Image-to-3D predicts the geometry the camera never saw. Here is how to prepare the photo, choose between single-view and multiview engines, judge the mesh in the first minute, and export it at the right scale.

2026-07-03 · Read more →
Tutorial

How to generate reference images for 3D: the four questions that decide the mesh

A stock photo gives you someone else's product in dramatic light. A generated reference gives you the viewpoint, lighting and silhouette the image-to-3D step actually needs. Here is the pipeline, the engine trade-offs and the prompt recipe.

2026-07-01 · Read more →
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