> For the complete documentation index, see [llms.txt](https://guide.swiftxr.io/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://guide.swiftxr.io/3d-content-creation/specifications/web3d-detailed-cheat-sheet.md).

# Web3D Detailed Cheat  Sheet

<table data-header-hidden><thead><tr><th width="48"></th><th width="144.5"></th><th width="139.5"></th><th width="388"></th></tr></thead><tbody><tr><td> </td><td>Item</td><td>Count</td><td>Description</td></tr><tr><td>1</td><td>Tris Count</td><td>&#x3C; 200,000</td><td>Lower triangle count generally improve      performance, although it’s not the only factor that determines file size. Use what is reasonable and necessary to model the required detail and quality.</td></tr><tr><td>2</td><td>Number of Mesh Parts</td><td>&#x3C; 15</td><td>Fewer mesh parts (objects) can lead to fewer draw calls, improving performance. Combine meshes where materials and logic allow.</td></tr><tr><td>3</td><td><p>Number of Materials</p><p>(Textures)</p></td><td>&#x3C; 20</td><td><p>Prioritise baked textures and image textures over complex procedural node setups for performance and compatibility.</p><p>Aim to use texture maps/atlases where possible (multiple details on one texture set applied to one material). This can be used on multiple mesh parts.</p></td></tr><tr><td>4</td><td>File Size</td><td>&#x3C; 30 MB</td><td>Strive for smaller file sizes for faster upload times and performance on the website. Aim to balance high-quality models with lowest possible file size.</td></tr><tr><td>5</td><td>Recommended Modelling Tools</td><td><p>Blender, Maya, etc.</p><p> </p></td><td>Choose software that supports efficient modelling and GLB/glTF export.</td></tr><tr><td>6</td><td>Modelling Best Practices</td><td>Efficient &#x26; Clean</td><td>An important analysis of the object to be modelled is a priority. Delete unseen geometry. Ensure clean topology. Check and unify normals (face outwards).</td></tr><tr><td>7</td><td>Recommended Texturing Tools</td><td><p>Photoshop</p><p>Substance Painter</p></td><td><p>Photoshop to create and edit textures. Photoshop is also good for creating textures for the resolution quality you want.</p><p>Substance Painter is handy for complex textures and texture maps.</p></td></tr><tr><td>8</td><td>Texture Resolution/Dimensions</td><td>Powers of two (e.g., 512x512, 1024x1024, 2048x2048)</td><td>Use power-of-two dimensions for textures for better compatibility and performance. Max 2K (2048px) is often a good balance for quality and size; use 1K or lower if possible.</td></tr><tr><td>9</td><td>UV Unwrapping</td><td>N/A (it's a process)</td><td>Ensure clean, non-overlapping UVs. Maximise UV space usage to retain texture detail (Texel density)</td></tr><tr><td>10</td><td>Recommended Export Format</td><td>GLB or glTF</td><td>GLB is generally preferred for SwiftXR as it bundles textures, animation and geometry data into a single file, and is optimised for web/real-time use.</td></tr></tbody></table>
