From the studio

Notes & process.

A place for observations,
experiments and practical 3D notes.

GLB Studio Pro viewer showing a glove model, scene hierarchy, model statistics, and material inspection controls

GLB Studio Pro: a workspace for reviewing 3D assets

Why I built GLB Studio Pro, and how its viewer, texture tools, and converter support the checks between a finished model and delivery.

By Khaled Mansour
Final rendered protein visualization with blue, magenta, and orange surface regions on a cyan background

Building a protein surface with Voxel Remesh in Blender

A process note from a medical visualization project: shaping an organic outer surface with overlapping objects, Voxel Remesh, and sculpting.

By Khaled Mansour
Side-by-side headphones with textures loaded on the left and a magenta missing-texture pattern on the right

When textures disappear: checking a Blender GLB export

A practical sequence for checking image connections, packaging and material interpretation when a Blender export looks wrong.

By Khaled Mansour
A controlled way to separate geometry, UV and normal-map problems before changing texture channels.

Is it the mesh or the map? Tracking down shading seams

A controlled way to separate geometry, UV and normal-map problems before changing texture channels.

By Khaled Mansour
Preparing the receiving mesh, checking baked normals and roughness, and reviewing the exported material.

From detailed surfaces to a dependable PBR bake

Preparing the receiving mesh, checking baked normals and roughness, and reviewing the exported material.

By Khaled Mansour
Illustration of the first run: 36 files examined, zero files with errors, 36 needing warning review, and zero without findings.

Batch-check GLB files with glTF Validator: a 36-model walkthrough

When you deliver a folder of product models, opening a few files leaves the rest unchecked. In this walkthrough, we will produce a report for every GLB and a spreadsheet summary of the whole batch. I ran the procedure on 36 models, then repeated it with one additional file containing a deliberate error.

By Khaled Mansour
Choosing texture sizes around visible detail, UV coverage and the closest useful view.

Does this asset need 4K? Let the camera decide

Choosing texture sizes around visible detail, UV coverage and the closest useful view.

By Khaled Mansour
Protecting outlines, openings and component boundaries while reducing a real-time asset.

Fewer triangles, the same product: reviewing mesh reduction

Protecting outlines, openings and component boundaries while reducing a real-time asset.

By Khaled Mansour
Checking whether denoising preserves fine lettering, surface grain and moving highlights.

A cleaner render should still keep the detail

Checking whether denoising preserves fine lettering, surface grain and moving highlights.

By Khaled Mansour
Deciding when a seam, bevel or opening needs geometry and when a material treatment is enough.

Build the details your close-up will reveal

Deciding when a seam, bevel or opening needs geometry and when a material treatment is enough.

By Khaled Mansour
Choose a 3D model converter: browser, desktop, or cloud

Choose a 3D model converter: browser, desktop, or cloud

Choose a browser, desktop, or cloud 3D converter by comparing file sensitivity, source compatibility, repeatability, validation, and delivery requirements.

By Khaled Mansour
Convert FBX to GLB for web delivery: preserve the product decisions you need to review

Convert FBX to GLB for web delivery: preserve the product decisions you need to review

Convert an FBX asset to GLB for web delivery by checking scene scale, materials, animation, textures, and the result in the target viewer.

By Khaled Mansour
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