Materials Uv And Painting
A material describes how a surface looks. A UV map tells a texture where to land on the model. Painting changes the texture itself. Keeping these three jobs distinct makes surface work much easier to diagnose.
Lighting And Cameras
Lighting and cameras turn a collection of objects into a scene you can judge and present. Start with a useful view, then adjust illumination while keeping the model's materials in mind.
Poly Guide
Poly brings modeling, materials, lighting, and animation into a saved 3D scene. Choose a focused guide below, or build a first scene from start to export.
Importing And Exporting
Bring existing work into Poly when it gives you a useful starting point. Export when the result needs to move to another tool. Keep the saved Poly scene as your editable project, since an exchange file cannot preserve every editing feature.
Animation And Rigging
Animate lets you give an object movement over time. You can key the whole object, build a native skeleton for a supported mesh, or inspect an imported character's existing animation and add supported pose adjustments.
Texture And Paint A Model
Prepare a model's texture layout, paint a recognizable detail, and confirm that the texture is saved with the scene. Start with a simple object so you can see how its flat UV layout maps onto its surface.
Shape And Sculpt A Model
Turn a simple primitive into a more deliberate form, then add surface detail. This sequence keeps structural decisions ahead of texture work and avoids spending time painting geometry you will replace.
Save And Reopen Your Work
Use save feedback to finish an editing session confidently, then reopen the scene and check the result. This is especially useful after importing a model, changing geometry, or painting a texture.
Rig And Pose A Mesh
Build a small native skeleton for a supported mesh, bind it, and test a pose. Start with a simple elongated form so that a joint's effect is easy to see.
Animate An Object
Create a short movement for one object, review its timing, and keep it as a named action. This is a good first animation because it does not require a skeleton.