Alchemesh Studio creates product models, props and environments for brands, agencies and studios. Our Philippines-based team prepares the geometry and materials around where the asset will be seen and how it will be used.
A close-up product render, a game asset and a mobile AR experience have different requirements. We establish the visual target and technical constraints together, then build or refine the model to match.
We model products and furniture, individual props, modular structures and environments. References, dimensions and the intended camera distance guide how much detail belongs in the geometry and how much belongs in textures.
Briefs usually name a format, but the format is really a statement about where the asset is going. The table below is the translation, so the decision can be made from the destination rather than the file extension.
We deliver GLB and glTF, USDZ, FBX, OBJ and Gaussian splat output, plus native source files where that is part of the agreement. A format conversion alone does not guarantee that materials, animation or every feature will transfer correctly, so the target application is agreed before production rather than after.
| Format | What it is usually for |
|---|---|
| GLB / glTF | Websites, product viewers and web AR. One self-contained file a browser opens with no plugin or app. |
| USDZ | AR on iPhone and iPad through Apple Quick Look. |
| FBX | Game engines and animation pipelines, including Unity, Unreal, Maya and Blender. |
| OBJ | Simple, widely supported geometry exchange where animation is not required. |
| Gaussian splat (.ply, .splat, .ksplat, .spz) | Photoreal capture of a real object or space, viewed in a browser. Few studios deliver this; we do. |
| Native source files | Your team continuing the work. Included when the project agreement covers it. |
Readiness is defined by your destination. We agree polygon and texture budgets, scale, orientation, material support, file formats and any required levels of detail. Browser and mobile delivery also require attention to download size and the cost of rendering the asset.
GLB can be appropriate for a browser viewer; another workflow may need FBX, OBJ or editable source files. The deliverables are agreed in the brief. A format conversion alone does not guarantee that materials, animation or every feature will transfer correctly.
The review process can cover silhouette and proportions, geometry and UVs, then materials and the finished presentation. Checking these stages makes feedback specific and keeps visual decisions separate from export or compatibility issues.
Where a target engine or viewer is part of the scope, we check the asset there before handoff. If your team owns a proprietary tool or restricted environment, we agree how validation and feedback will be shared.
Share photographs or drawings, dimensions, material references and an example of the finish you want. Tell us whether you need still images, animation, interactive inspection or assets for an existing application.
For a product range, include the number of unique models and variations. Reusing geometry or materials may change the production approach, so it is useful to distinguish a new shape from a color or finish variation.
GLB and glTF for websites, product viewers and web AR; USDZ for AR on iPhone and iPad; FBX for game engines and animation pipelines; OBJ for simple geometry exchange; and Gaussian splat output for photoreal capture. Native source files can be included when the project agreement covers them. If you are not sure which you need, tell us where the asset will be seen and we will advise.
Yes. We can assess existing geometry, materials and textures for cleanup, retopology or optimization. The source files and intended destination determine what needs to change.
No. Geometry and texture budgets depend on the target device, number of objects, visual requirements and application. We agree a suitable budget for the project.
Yes. We prepare assets for the delivery formats and target applications agreed in your brief. Using our AR subscription is optional.
Renders, editable sources, exported assets and their usage rights are defined in the project scope. Tell us which deliverables you need when requesting an estimate.