> 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>


---

# Agent Instructions
This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com.

## Querying This Documentation
If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter:

```
GET https://guide.swiftxr.io/3d-content-creation/specifications/web3d-detailed-cheat-sheet.md?ask=<question>
```

The question should be specific, self-contained, and written in natural language.
The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
