Scene Organization And Views
A scene becomes easier to work on when its objects have a clear structure and you can quickly find the view you need. Poly's Scene hierarchy, selection tools, and camera controls work together for that purpose.
Saving And Working Together
Poly saves completed edits so that you can return to a scene and work with other people. Save feedback tells you whether the latest work has finished, is still uploading, or needs attention.
Modeling And Sculpting
Poly offers three ways to develop a model: edit its components, apply a stack of modifiers, or sculpt its surface. Choose the approach that matches the change you want, rather than rebuilding a shape for every adjustment.
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.