3D content light enough for AR and VR
AR and VR need a lot of 3D content that loads fast and holds up close to the viewer’s eyes. threeD covers both halves: generation and optimisation.
Preparing a model for AR or VR
- 1
Generate at real scale
Set the real-world height so the object appears at a believable size when placed in a room. - 2
Optimise for headsets
Remesh to a modest budget and use 1K–2K textures to keep frame rates stable. - 3
Export per platform
USDZ for Apple devices, GLB for WebXR, Android Scene Viewer and most headsets.
USDZ and GLB: you will usually need both
Apple’s AR Quick Look opens USDZ files directly from Safari, Messages and Mail. Android’s Scene Viewer, WebXR frameworks and most standalone headsets use glTF/GLB. If your audience uses both platforms, export both from the same threeD model; the geometry and materials stay identical.
Not sure which to pick? The export formats guide compares them.
Why AR assets need more care than game props
In a game the camera keeps its distance. In AR, people walk right up to an object and look underneath it. Hidden faces that would never show in a game, such as the bottom of a lamp, become visible. Every gallery model has a “View in your room” button, so you can try real-scale AR on your phone right now. Check every side in the viewer before publishing, and use multi-view input in image to 3D for products where the back matters.
Performance in headsets
Standalone headsets render two views at high frame rates on mobile hardware, so the whole scene has a tight triangle and draw-call budget. Keep each prop to one material where possible, generate LODs, and test on the device early rather than trusting desktop previews.
Questions people ask
Can I embed a 3D model on my website with an AR button?
Do animations work in AR?
Other ways teams use threeD
Make your first model in the studio
Every plan includes all the tools, commercial rights and every export format. Cancel any time.