How to use the viewer
Export your model as GLB when possible, then drop it into the viewer. Rotate with the mouse, zoom with the wheel, and check the basic geometry metrics before using the asset in a scene.
Local model preview
Drop a GLB or GLTF file to inspect it in a browser-based Three.js scene. Files stay on your device.
The included GLB is a two-unit cube with one mesh, 24 vertices, and 12 triangles. If WebGL is unavailable, the metrics and inspection workflow remain available.
Export your model as GLB when possible, then drop it into the viewer. Rotate with the mouse, zoom with the wheel, and check the basic geometry metrics before using the asset in a scene.
Calculate camera FOV after checking model size, then use lighting presets to build a better preview scene.
Start with the bounding-box size, mesh count, triangle count, and material behavior. Those numbers tell you whether the file is ready for a product viewer, a hero scene, or a heavier optimization pass.
If the object appears off-center, use the fit-camera guide. If the model looks dark or flat, compare it with the lighting presets before changing the asset.
No. The file is loaded with browser APIs and passed to Three.js locally.
Lighting, color management, texture paths, and environment maps can change how a GLB appears between viewers.
Small diagnostic previews work best with optimized GLB files. If the model feels slow, check texture dimensions, triangle count, and whether compression belongs in your production pipeline.
Use it as a debugging bench first. For a production product viewer, add deliberate loading states, camera limits, environment lighting, and mobile performance checks.