In this article and following videos, we will go over how to use 3D Objects in PIXERA.
The supported 3D File Formats are:
- .fbx
- .obj
- .gltf
Custom 3d Object Considerations
UV MAP
UV maps are used to bring the 3D representation of the surface onto a 2D plane, which allows us to correctly reproduce textures or video content on these surfaces.
The UV map defines which pixels from the 2D surface are displayed on the 3D surface, and vice versa.
This follows the usual workflow for textures of 3D objects, there are no deviations from the standard workflow.
Read more: UV Maps
Polygon Count
The number of polygons should always be evaluated with regard to both visual detail and performance. In 3D video games, for instance, performance is a critical factor.
In Pixera, this aspect is generally much less significant, since polygons are typically static and not rendered in real time — unless the objects are being moved via tracking.
For projection setups, polygon count is usually not a decisive factor. However, maintaining a healthy balance is still advisable to ensure smooth handling within the GUI.
It is difficult to provide a definitive guideline for the polygon count or level of detail of a 3D model, as this largely depends on the specific setup and practical requirements. More importantly, the necessary level of detail is influenced by how precisely the model needs to be warped and how visible these details are in relation to the projected content.
Object Surface
Unlike usual in 3D editing, in order for Pixera to enable warping on custom 3D models, the surface of these models must be equipped with vertex points.
This is only relevant for projection surfaces. For custom LEDs, this is not a problem and can be ignored.
Good Example
Bad Example
Setup Pixera
Import
Depending on the subsequent workflow via projection or LED, it is important how the object is imported into Pixera. It can be imported as a custom screen or custom LED, for example, which offer different options.
Projection

LED

Settings
In order to be correctly recognized in Pixera as a 3D object to be played, this must now be set in the object's inspector.

Next, pay close attention to the resolution, as it influences both Pixera’s processing and how the textures (videos) are applied.

When creating the UV map, make sure to consider its format and pixel dimensions, since these values will need to be entered later in Pixera.
These values can be gathered due to the calculation of the pixel.
This can be determined using pixel calculations for the surface. For LED walls, the pixel pitch and how many tiles are used; for projections, the number of projectors and the resolution.
In most cases, a native 1:1 ratio of content resolution to actual pixels on the surface is desired.
After these settings have been configured, no further special steps are required, and you can continue with the standard workflow.
You may also be interested in:
Marker Calibration Workflow
Warping, FeedModes and Softedge
101: Projector Setup
Troubleshooting
Content not shown on some parts of custom 3D object
Video Examples
3D Model Preparation 3ds Max
For importing external 3D models, it is necessary to follow some rules and keep some things in mind.
This video covers the following topics:
- How to import 3D models in Pixera
- Which formats are possible
- Unit system in Pixera
- How textures are handled in Pixera and why UV Maps are important
- How to manipulate 3D Objects in Pixera on FFD or Vertex basis
How to Import Files from Sketchup to PIXERA
This video covers the following topics:
- Unit system in Pixera and how to scale models
- How to rescale and reposition it in 3DS MAX
- How to texture surfaces in 3DS MAX
- Create UV Maps in 3DS Max
Importing Multiple 3D Objects in PIXERA
This video covers the following topics
- How to prepare 3D object export in 3DS MAX
- Why it's important to texturize surfaces and how it's interpreted in Pixera
- How to handle it in Pixera
Pixera 25.3 INTER 44 | 12. November 2025 | JB | CL
