GrafitGo

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Things we learned building the editor and talking to the people who use it. No theory for the sake of theory.

2026-09-05 · 3 min read

How to draw a house plan online without knowing CAD

The real steps for drawing a house plan in your browser: choosing dimensions, placing interior walls, checking circulation and exporting a scaled 2D plan.

2026-09-04 · 3 min read

Seven STL export mistakes that ruin your print

Why parts come out with holes, why the slicer rejects the file, and how to avoid flipped normals, open shells and overlapping faces when exporting STL from a 3D editor.

2026-09-03 · 2 min read

How thick should walls be for 3D printing

The numbers that matter: minimum thickness per nozzle size, how many perimeters a part actually needs, where prints really break and how much material you save.

2026-09-02 · 2 min read

Tinkercad alternatives in 2026: what to pick and why

An honest comparison of Tinkercad, SketchUp Free, Onshape, Blender and GrafitGo: what each is good at, where each stops, and which project each one suits.

2026-09-01 · 2 min read

STL, OBJ or GLB: which format to export

The practical difference between STL, OBJ, GLB and SVG, what each one keeps, where each opens, and which format to ask for when someone sends you a model.

2026-08-31 · 2 min read

What parametric modeling means and why it changes your speed

The difference between drawing a shape and describing it with numbers: why parameters let you change a dimension without redoing anything, with concrete examples.

2026-08-30 · 2 min read

How to estimate house materials from a 3D model

Pulling real concrete, brick and timber volumes out of the model, the waste allowances you must add on top, and why a model take-off beats a per-square-metre guess.

2026-08-29 · 2 min read

Dimensions and scale in a floor plan: reading and drawing them

What 1:50 and 1:100 mean, where dimension lines go, the difference between opening, axis and clear dimensions, and how to avoid a plan a builder cannot use.

2026-08-28 · 2 min read

3D rendering: getting an image that does not look like a video game

Light, time of day, contact shadows and materials: the four things that separate a believable render from a plastic one, explained without jargon.

2026-08-27 · 2 min read

Union, difference, intersection: the three operations behind any part

How to use boolean operations to cut holes, fuse shapes and build complicated parts from simple ones, plus the mistakes that produce broken geometry.

2026-08-26 · 2 min read

How to plan a room in 3D before buying furniture

The measurements that matter, the walkway clearances everybody forgets, and how to check that the wardrobe really fits before you spend the money.

2026-08-25 · 2 min read

From 3D model to printed part: the whole workflow

Every step in order: orientation on the bed, supports, infill, temperatures and the first layer. What is decided in the model and what is decided in the slicer.

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