3D models, made for their next use.

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.

From product forms to complete environments

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.

  • Product modeling and visualization for catalogs and campaigns
  • Environment and prop production for games and real-time scenes
  • High- and low-poly modeling, retopology and UV layout
  • Texture baking, PBR texturing and material preparation
  • Cleanup and optimization of existing models or scans

What you receive, and what each format is for

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.

FormatWhat it is usually for
GLB / glTFWebsites, product viewers and web AR. One self-contained file a browser opens with no plugin or app.
USDZAR on iPhone and iPad through Apple Quick Look.
FBXGame engines and animation pipelines, including Unity, Unreal, Maya and Blender.
OBJSimple, 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 filesYour team continuing the work. Included when the project agreement covers it.
  • Topology: quads where the destination allows, with triangle budgets agreed per project
  • UVs: non-overlapping, with UDIM layouts on request
  • Textures: PBR metal-rough, typically 2K, with 4K for hero assets
  • Scale and orientation: real-world centimetres, Y-up or Z-up to match your pipeline
  • Naming: your convention, agreed before production starts
  • We work natively in Maya, Blender and 3ds Max, and deliver to your file structure

Game-ready, web-ready and AR-ready assets

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.

Review the work before the final export

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.

What helps us scope the model

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.

Project questions

What file formats do you deliver?

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.

Can you optimize a model I already have?

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.

Do all projects use the same polygon limit?

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.

Can you create models for a platform other than Alchemesh AR?

Yes. We prepare assets for the delivery formats and target applications agreed in your brief. Using our AR subscription is optional.

Are product renders and source files included?

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.

Brief a modeling project