15 May 2026 7 min read 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. →
8 May 2026 6 min read 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. →
1 May 2026 7 min read 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… →
24 Apr 2026 6 min read 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. →
17 Apr 2026 7 min read 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. →