web-3d-asset-pipeline
Source or generate a 3D asset, clean it in Blender, export and optimize GLB, select model-viewer or a 3D runtime, and create mobile fallbacks and provenance.
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View on GitHubSKILL.mdskills/web-3d-asset-pipeline/SKILL.md
GitHubWeb 3D Asset Pipeline
Read:
creative-production/pipelines/web-3d-assets.mdcreative-production/sources/3d-assets.mdcreative-production/standards/asset-budgets.md
Start with the interaction
Write what the visitor must do. If the answer is only “look at it,” a video or still may be better.
Produce
- Source, generate, or model under clear terms.
- Set scale, orientation, and pivot in Blender.
- Remove hidden geometry and unused materials.
- repair normals
- simplify topology
- trim animation clips
- resize and consolidate textures
- export GLB
- optimize with glTF Transform
- inspect after compression
Select runtime
Use model-viewer for:
- one model
- orbit
- hotspots
- AR
- camera presets
Use Three.js for:
- custom shaders
- material configuration
- multiple coordinated objects
- procedural state
- scene-level camera and scroll behavior
Use Spline when visual authoring is the primary need and its export constraints fit.
Fallbacks
Deliver:
- optimized desktop GLB
- mobile GLB or static fallback
- poster
- loading state
- error state
- reduced-motion state
- manifest
Verify
Measure download, decode, GPU cost, memory, focus, touch behavior, and offscreen pause. A model that renders on a desktop workstation is not automatically a web asset.