We have designed p3d.in as a review tool. As soon as you have something presentable you can go ahead and upload it in order to receive valuable feedback. There's no need to wait until your model is finished or your UVs and images are final.
Can I edit my existing models?
Any aspect of your existing models can be edited at any time. We encourage you to keep updating your models and textures with newer versions as you work on them, all while keeping the same URL, this means your blog, forum posts or clients will always see your latest updates!
What if my model has multiple materials and textures?
As soon as your model is displayed in the viewer you will be able to assign different materials and textures to each poly group right in the Mesh and Materials sidebar (
What do all those shading options mean?
Diffuse is the main color of the material. This can be modulated with a colored texture.
Specularity allows you to control the material's highlight color and intensity. This can be modulated with a colored texture.
Glossiness allows you to control the material shininess. This can be modulated with a grayscale texture.
Normal maps are a way to represent surface detail without the need to increase density in geometry. This textures are generated by specialized 3D software. p3d.in uses the somewhat standard tangent space normal map format.
Bump maps are another way to represent surface detail but this time using simple grayscale images where blacks produce dents and whites produce bumps or vice versa. Bump maps are quite fast to render and reusing the same diffuse or specular texture as a bump will work just fine without adding any extra download time.
ShadeSpheres are one of those very simple techniques that can produce great visual results. You basically take a small image of a sphere representing the shading of a material. When applied to your model it produces a beautiful and fast representation of almost any material you can imagine.
Ambient occlusion maps are a trick to recreate the shadowing effect around creases and edges in real lighting conditions. This texture can be colored and is multiplied by the diffuse component.