Blender to the web: a glTF pipeline for Three.js and Unity
From the OpenDrama Create Wiki
A model that looks fine in Blender can still sink a browser game. The browser has to download it, the GPU has to hold it, and a phone has to draw it 60 times a second with a fraction of a laptop's power. This is the export recipe we use to get from a Blender scene, hand-made or straight out of an image-to-3D tool, to GLB files that load in seconds and hold frame rate in Three.js or a Unity web build.
Order matters: set the budget, decimate, bake, size the textures, name things, compress once at the end, then measure on a real phone. Skip the budget and you spend a week optimising the wrong thing.
When to use it
Use it whenever a 3D asset leaves Blender for a browser. You need it most when:
- Your meshes come from Tripo, Meshy, Rodin or Hunyuan3D. Raw outputs are often 100k–500k triangles with 2K–4K textures per object; ten of those make a desktop-only scene.
- The game holds 60 fps on your laptop but 15–25 fps on a mid-range phone, or the phone tab reloads itself after a minute. That is GPU memory, not your code.
- The first download is over ~10 MB, or a single GLB is over ~5 MB.
renderer.infoshows more than ~100 draw calls or ~200k triangles in view on a phone.
If your scene breaks any of those numbers, the steps below are where the time goes. You can skip most of it for a desktop-only product viewer with one model, and for greybox prototypes, where boxes beat any optimisation. If the meshes come from an image-to-3D tool, clean them first with image-to-3D assets and come back here for export.
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See also
Breakdowns that use this
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