How to Prepare Concept Art for Kaedim 3D Conversion

October 15, 2026

The single biggest lever on Kaedim output quality is the reference image you upload. Cropping to one object, cleaning the background, and evening out the lighting cuts revision rounds and, because Kaedim charges per asset, saves real money.

Why Does Reference Quality Matter So Much?

An image-to-3D pipeline has to guess depth and hidden geometry from a flat picture. Every bit of visual noise — clutter, shadow, reflection — is a guess it may get wrong. A clean reference narrows the guess space, so the first mesh lands closer to what you wanted.

Cheap reference art is a false economy. You pay credits either way; you just pay them again on the revision.

What Image Specs Should You Target?

Attribute Target
Resolution 1000-2000px on the long edge
Background Flat neutral (white or 50% gray)
Lighting Even, low contrast, minimal shadows
View Front or 3/4; one object only
File type PNG or JPG

You do not need 4K. Oversized files slow upload and add no reconstruction value.

How Do You Handle Symmetry and Hidden Parts?

Symmetric objects convert best because the model can mirror what it sees. If your object is asymmetric, include a view that shows the distinguishing side. For hidden geometry — the back of a chair, the underside of a vehicle — it helps to supply a second reference angle. Kaedim accepts multiple images per asset and uses them to resolve occlusion.

What Should Go in Revision Notes?

  1. Point to a specific region, not the whole model (“bevel on the lid is too sharp”).
  2. Name the fix (“increase edge bevel radius”).
  3. Give a scale reference so proportions are unambiguous.
  4. Attach a marked-up screenshot, not a paragraph of prose.

Vague notes like “make it look better” burn a whole revision round. Specific geometry requests usually close the asset in one pass.

How Do You Split Complex Scenes?

A whole environment in one image converts poorly — too many objects, too much depth ambiguity. Break the scene into individual props, convert each, then assemble in your engine. It costs more credits up front but produces modular assets you can reuse. Three crates, a barrel and a lamp as separate models beat one muddled room mesh every time.

Which Assets Should You Not Send?

Rigged characters with unique anatomy, anything needing production topology for animation, and hyper-detailed hero props are all weak fits — the revision cost climbs and a human modeller may be cheaper. Use the service where it wins: volume prop work and environments where good-enough geometry unblocks a build.

Quick Summary

  • Upload one clean object at 1000-2000px on a flat neutral background.
  • Even lighting and low contrast improve first-pass accuracy more than resolution.
  • Supply extra angles to resolve hidden geometry.
  • Write region-specific, marked-up revision notes to close assets in one round.
  • Split environments into props; avoid rigged characters and hero assets.
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