3D model optimisation
Preparing a model for the web: fewer polygons, smaller textures, compressed geometry, without visible loss.
Optimisation turns a model built for accuracy into one built for delivery. The polygon count comes down to what the screen can show, textures are resized and compressed, materials are merged where they can be, and the geometry is compressed for transfer. The goal is a file that loads in a second or two on a phone and looks the same as the original at product page size.
It is skilled work. An automated reducer will flatten the curve of an armrest or blur the weave of a fabric; a person decides what has to stay. It is also the step most often skipped by teams that build models but do not ship them, which is why a model that looks fine in a demo can wreck a page speed score on the live site.
See also
- Polygon countThe number of triangles in a model; the main thing that decides how fast it loads and draws.
- Draco compressionA compression method for 3D geometry that makes GLB files much smaller to download.
- Texture bakingPre-computing lighting or detail into a texture so a web model looks rich while staying light.
See it on your own product
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