How to Optimize Your Captures in Blender

In this guide, you will learn how to transfer your 3D captures from Polycam to Blender for advanced modeling, texturing, and rendering. This guide walks you through the complete workflow from export to final refinement.

Requirements

Polycam Account

Required

Access to your Polycam captures with download permissions enabled

Blender Software

Required

Latest version of Blender (free and open source) - download from blender.org

System Requirements

Important

Sufficient storage space and RAM for handling large 3D model files

Export Your Capture from Polycam 0:26

1Navigate to Your Capture

Open the capture you want to export in Polycam's capture page. For this tutorial, we'll be working with a high-quality capture that demonstrates the complete workflow.

2Download as GLB Format

Click the Download button and select GLB format. This format packages all necessary files including the 3D geometry, UV maps, textures, and materials into a single file that Blender can easily import.

Prepare Your Blender Scene 0:49

1Open Blender

Launch the latest version of Blender. You'll see the default scene containing a cube, camera, and light source.

2Clear the Default Scene

To start with a clean workspace, select all default objects using the A shortcut key, then delete them using the X shortcut. Alternatively, you can click on objects individually or click and drag to select multiple objects at once.

Key Shortcuts:

A - Select all objects
X - Delete selected objects
G - Grab/move objects
R - Rotate objects
S - Scale objects

Import Your Capture 1:16

1Drag and Drop GLB File

Locate the GLB file you downloaded from Polycam and drag it directly into the Blender viewport. This will trigger an import dialog with various settings.

2Configure Import Settings

For most Polycam captures, the default import settings work perfectly. Leave all settings as they are and click Import GLB. Your capture will appear in the Blender scene with all materials and textures already applied.

Understanding Viewport Shading 1:37

If this is your first time using Blender, you might notice everything appears gray. Blender offers four different viewport shading modes, each optimized for different tasks:

Wireframe Mode

Displays only the edges of your model:

  • Useful for checking topology
  • Reveals hidden geometry
  • Extremely fast performance
  • Best for structural analysis

Solid Shading

Shows solid geometry with simplified lighting:

  • Ideal for modeling and sculpting
  • Good for basic scene organization
  • Fast performance
  • No texture display

Material Preview

Previews materials using Eevee render engine:

  • Real-time material visualization
  • Shows textures and colors
  • Quick feedback on appearance
  • Moderate performance impact

Rendered View

Full rendering with all effects:

  • Most accurate preview
  • Shows lights, shadows, post-processing
  • Highest quality visualization
  • Most demanding on system resources

Customization Tip: Each viewport shading mode has its own customization options. Click the small dropdown arrow next to the shading mode buttons to access additional settings like background color, lighting, and display options.

Basic Transform Operations 2:31

Moving Objects

Press G (for "grab") to move your model freely in 3D space. Click to confirm the new position or press Escape to cancel.

Rotating Objects

Press R to enter rotation mode. You can specify which axis to rotate around by pressing X, Y, or Z immediately after pressing R. Type a specific number of degrees and press Enter to set a precise rotation.

Scaling Objects

Press S to scale your model. Like rotation, you can constrain scaling to specific axes by pressing X, Y, or Z after S.

Pro Tip: You can also perform all these transforms using the object properties panel in the sidebar, where you can input exact numerical values for position, rotation, and scale.

Sculpting and Detail Work 3:15

Blender's sculpting mode allows you to add or refine details on your Polycam capture using various sculpting brushes. This is particularly useful for:

  • Defining bumps and surface irregularities
  • Creating crevices and fine details
  • Smoothing out scan artifacts
  • Adding artistic flourishes to captured objects

Note: Sculpting works best on models with sufficient geometry density. If your capture has too few polygons, consider using a subdivision or remesh modifier first.

Materials and Textures 3:37

One of the major advantages of using GLB format is that all UV maps, textures, and materials from your Polycam capture are automatically loaded into Blender's shading editor. This means your model arrives ready to render with proper colors and surface properties.

Using the Shading Editor

Switch to the Shading workspace to access the shader editor. Here you can:

  • View and modify existing material nodes
  • Adjust texture settings and color values
  • Add new material properties like metallic, roughness, or emission
  • Connect different textures to control various material aspects

Quick Enhancement: Try increasing the metallic value on your object's material to create a shiny, reflective surface. Adjust the roughness slider to control how mirror-like or matte the reflection appears.

Mesh Optimization 3:58

Some Polycam captures can have very dense meshes with thousands or even millions of polygons. While this captures fine detail, it can slow down your workflow. Here are strategies to optimize your mesh:

1Merge by Distance

Enter Edit Mode by pressing Tab, select all vertices with A, then press M to open the merge menu. Select By Distance to automatically remove duplicate vertices and reduce polygon count.

2Monitor Statistics

Enable the statistics overlay to see exactly how many vertices, edges, and faces your model contains. This helps you track the impact of optimization operations. Toggle this in the viewport overlays menu.

3Apply Decimate Modifier

In the modifiers panel, add a Decimate modifier set to Un-Subdivide mode. The iteration count controls how aggressively the mesh is simplified. Monitor the face count and preview the results before applying.

Important: Use the decimate modifier sparingly, as aggressive decimation can introduce visual artifacts, holes, or distorted geometry. Always preview the results before applying the modifier permanently.

Boolean Operations and Cleanup 4:24

Using the Bool Tool Add-on

Boolean operations allow you to add or subtract geometry using one mesh to modify another. This is particularly useful for removing unwanted portions of your capture, such as the floor or background elements.

Example: Removing the Floor

Add a cube to your scene and position it to intersect with the portion you want to remove (like the floor). Select the cube first, then shift-click your main model. Use the Bool Tool to subtract the cube's volume from your model, effectively removing that section.

Apply Transforms

After boolean operations, it's crucial to apply transforms to ensure your mesh behaves correctly. Select your mesh and press Ctrl+A (or Cmd+A on Mac), then choose All Transforms. This resets the object's location, rotation, and scale values while maintaining its actual position and appearance.

Additive Modeling and Repairs 4:46

Depending on your capture method, some areas may be incomplete or missing. Blender allows you to fill these gaps through additive modeling:

1Bridge Gaps with Primitives

Add a cube or other primitive shape (press Shift+A) and position it to fill the gap. Scale and shape it to match the surrounding geometry. In the example from the tutorial, a cube is scaled into a flat rectangle to bridge a missing section of a motorcycle model.

2Add Subdivision Surface Modifier

Apply a Subdivision Surface modifier to your new geometry. This smooths out the shape and adds more vertices, making it easier to blend with the original capture.

3Shape to Match Original

Enter Edit Mode and manipulate the vertices of your new geometry to closely match the contours of the surrounding mesh. The subdivision modifier helps create smooth, natural-looking connections.

4Match Material Properties

Create a new material with colors and properties that match the surrounding area. You may need to sample colors from nearby surfaces or adjust values until the new geometry blends seamlessly.

5Join Meshes

Select both your new geometry and the original model (select the new piece first, then shift-click the original). Press Ctrl+J (or Cmd+J on Mac) to join them into a single mesh. Remember to apply transforms afterward.

Filling Holes in Geometry 5:37

Simple Face Fill

If you find small holes after joining meshes, enter Edit Mode and select the consecutive edges around the hole. Press F to create a face that fills the gap.

Grid Fill Tool

For larger or more complex holes, use the Grid Fill tool. This creates a grid pattern of faces that can better handle irregular shapes and larger openings.

Clean Topology: After filling holes, check that all faces have consistent normals (face directions). Select all in Edit Mode and press Shift+N to recalculate normals and ensure proper shading.

Texture Adjustment for New Geometry 5:57

New geometry you add won't automatically have proper UV coordinates. To fix this:

  1. Select the new faces in Edit Mode
  2. Press U to open the UV mapping menu
  3. Choose an appropriate unwrapping method (Smart UV Project works well for simple geometry)
  4. In the Shader Editor, adjust UV coordinates to align with existing textures
  5. You may need to scale, rotate, or position the UV islands to match surrounding texture patterns

UV Unwrapping Methods

  • Smart UV Project: Automatic unwrapping for complex shapes
  • Unwrap: Standard unwrapping based on seams
  • Cube/Cylinder/Sphere Projection: For primitive-like shapes
  • Project from View: Projects from current camera angle

UV Editing Tips

  • Use the UV Editor workspace for detailed adjustments
  • Pin important UV vertices to prevent distortion
  • Check for texture stretching in the viewport
  • Test render frequently to verify appearance