Reference Tools

Essential calculators and converters for 3D workflows. Convert units, estimate render times, and plan polygon budgets.

3D Unit Converter

Convert between meters, centimeters, inches, feet, and other 3D units. Essential for cross-software workflows.

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Scale Reference

Visualize real-world object sizes. Compare your model scale to humans, vehicles, and common objects.

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Render Time Estimator

Estimate how long your scene will take to render based on samples, resolution, and hardware specs.

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Polygon Budget Calculator

Plan your polygon budget for games and real-time apps. Calculate optimal poly counts per platform.

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Reference Tool Workflows

Common reference and planning workflows for 3D artists, game developers, and engineers.

Game Development

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

3D Printing

Convert millimeters to inches
Verify real-world dimensions with Scale Reference
Check build volume fit
Plan print resolution and detail
Confirm scale before slicing

Architecture and VFX

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

CAD and Engineering

Convert between metric and imperial units
Validate component dimensions
Check real-world scale accuracy
Estimate tessellation and export time
Prepare models for simulation

Supported Reference Tools

Everything the reference suite covers for accurate units, scale, render planning, and performance budgets.

Unit Converter

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.

Scale Reference

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.

Render Time Estimator

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.

Polygon Budget Calculator

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.

Frequently Asked Questions

Yes, all reference tools are completely free to use with no daily limits, no account, and no subscription. They run entirely in your browser for instant results.
It supports meters, centimeters, millimeters, kilometers, inches, feet, yards, and miles. It also handles 3D specific units like Blender's metric units, Maya's centimeter grid, 3ds Max's generic units, and Unreal Engine's unreal units.
It estimates render time using your scene's resolution, sample count, and hardware performance. Enter your hardware specs and scene settings to get an approximate time per frame and a total render time for the full animation.
A polygon budget is the maximum number of triangles your asset can use while meeting performance targets. Mobile, desktop, and console platforms each have different budgets. The calculator helps you split that budget across characters, props, and environments.
It compares your model's size against real-world objects like humans, vehicles, and furniture. This helps you catch scale mistakes before they cause problems in game engines, animations, physics, or 3D prints.
Yes. All calculations and reference data are yours to use freely in any project, commercial or personal, with no attribution required. See our Terms of Service for full details.

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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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