Essential calculators and converters for 3D workflows. Convert units, estimate render times, and plan polygon budgets.
Convert between meters, centimeters, inches, feet, and other 3D units. Essential for cross-software workflows.
Open ToolVisualize real-world object sizes. Compare your model scale to humans, vehicles, and common objects.
Open ToolEstimate how long your scene will take to render based on samples, resolution, and hardware specs.
Open ToolPlan your polygon budget for games and real-time apps. Calculate optimal poly counts per platform.
Open ToolCommon reference and planning workflows for 3D artists, game developers, and engineers.
Convert units for world scale
Validate asset size with Scale Reference
Calculate polygon budget per platform
Estimate render and bake times
Export settings for Unity, Unreal, and Godot
Convert millimeters to inches
Verify real-world dimensions with Scale Reference
Check build volume fit
Plan print resolution and detail
Confirm scale before slicing
Match real-world scale with Scale Reference
Convert metric to imperial units
Estimate render time for production planning
Validate scene proportions
Schedule renders across the farm
Convert between metric and imperial units
Validate component dimensions
Check real-world scale accuracy
Estimate tessellation and export time
Prepare models for simulation
Everything the reference suite covers for accurate units, scale, render planning, and performance budgets.
Convert between meters, centimeters, millimeters, kilometers, inches, feet, yards, and miles. Includes 3D specific units like Blender's metric units, Maya's centimeter grid, 3ds Max's generic units, and Unreal Engine's unreal units. Ideal for cross-software scale matching.
Compare your model against real-world objects including humans, doors, vehicles, furniture, and common props. Visualize height, width, and depth references to catch scale mistakes early before they break animations, physics, or prints.
Estimate render time using resolution, sample count, and hardware performance. Model single frame and full animation render times across CPU and GPU. Plan render farm jobs and client deadlines with realistic estimates.
Plan triangle and vertex budgets for mobile, desktop, and console targets. Split budgets across characters, props, and environments. Optimize for draw calls, LOD levels, and per platform performance limits.
Geometry Labs is built and maintained by a solo developer and 3D enthusiast. Your subscription directly funds server costs, format research, and new tool development.
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