Most WebGL catalogue projects I see stall on asset production, not on the renderer. If you have 50–500 products that each need a model, this is the part I take.
I run the TRELLIS.2 image-to-3D pipeline and then clean the output by hand: scale, orientation, smoothing, seam fixes and decimation down to the triangle budget you ask for.
Batches
| Batch | Price | Contents | Turnaround |
|---|---|---|---|
| Starter | $999 | 50 assets from your reference images, GLB/FBX/OBJ, 1024px PBR set, one consolidated revision round | 5 business days |
| Studio | $2,999 | 200 assets, up to 2048px PBR, two revision rounds, per-batch delivery manifest | 12 business days |
| Custom | from $2,500 | 500+ assets, quoted per milestone, mixed formats, per-asset naming and folder rules | quoted in 48h |
Specs. GLB by default; FBX and OBJ (with MTL) on request; mixed formats inside one batch. Triangle budgets of 10k, 25k, 50k or the native mesh from the image-to-3D pass. PBR maps: base colour, roughness, metallic, normal.
What I need from you. One to four reference images per asset (front, side, back, detail), or a category brief with example images. A single clear photo is enough for props; characters and architecture need more angles.
What is not included. Rigging, skinning, animation, CAD-accurate dimensions. Assets arrive as static meshes.
The scope — tier, polygon budget, texture size, revision rounds, delivery date, price — is confirmed in writing before any invoice is sent. Nothing is charged from the page; there is no self-serve checkout.
If you’d rather check quality before pricing a batch, ask me for a few real GLBs from the same pipeline and I’ll email them over.
Quote form and full spec: Bulk 3D Asset Delivery Batches for Games & Products