2 3D models

3D Models

Bring your own GLB or GLTF 3D model into 3DRise, restyle it with materials and effects, and publish it as a live interactive scene.

Bring your own 3D model into 3DRise and build the scene around it: lights, materials, effects, a cursor and interactions, published as a live page in the browser. The studio takes models in GLB and GLTF, the two forms of glTF, the open format made for delivering 3D on the web.

GLB or GLTF

GLB packs a model's geometry, materials and textures into one binary file: one download, nothing to go missing. GLTF is the same format written as readable text, with its data either embedded in the file or kept in separate files beside it. Blender and most other 3D tools export both. When in doubt, export GLB.

Getting a model in

Open the objects panel, choose the model uploader, and upload a file of up to 50MB or paste a link to one. Models compressed with Draco are supported, so heavy geometry can travel as a much smaller file. The model lands in the scene as an object like any other.

What you can do with it

  • Place, rotate and scale it, and parent it with other objects so they move together.
  • Restyle it with materials: apply one library material to the whole model, or open the model's parts and change each one on its own, either tweaking its original material or replacing it with a 3DRise material.
  • Hide parts you don't need, and move, rotate or scale parts inside the model.
  • Put object effects on the whole model or on single parts, run by a click, the cursor entering or leaving, or an action. One click can make a single part glow, spin or fly off on its own.
  • Build the world around it: lights, weather, environment, a 3D cursor and post-processing.

Preparing a model for the web

  • Keep it light. A model for a web page should load in seconds, so reduce polygon counts and keep textures to the size they are actually seen at.
  • Compress geometry with Draco when you export.
  • Name your parts. Per-part changes are stored by part name, so clear names keep them tied to the right part; unnamed parts are found by their position in the hierarchy, which changes if you re-export with a different structure.
  • Apply scale and rotation in your 3D tool, so the model arrives the right way up at a sensible size.
  • Use physically based materials (base colour, metalness, roughness). They come through glTF the way you set them up, and they respond correctly to the studio's lights.

Product configurators, architecture walkthroughs, packaging reveals and portfolio pieces all start the same way: one GLB, then the scene.

All 3D models

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