![]() In our testing, we’ve found that iPhones perform best with 2K textures, Android phones can support up to 4K textures and desktop browsers can support up to 8K textures.įor a single mesh, we don’t advise using more than six textures, and recommend using a triangle count between 1-2 million. The “size” of the model refers to the triangle count, number of textures and texture resolution. Familiarity with the command line will be helpful (but is not required). ![]() For demos 3 and 4, familiarity with Three.js will be helpful.Familiarity with Javascript for demos 2, 3 and 4.What this guide covers: Four options for how to publish 3D models within web-based journalistic articles, including a demo for each option. The final demo uses our open-source 3D Tiles-loading library to load the model in a Three.js scene. The third demo (which we cover in more detail than the others because it is more complex, and because it forms the basis for the fourth demo) uses Three.js, a javascript library for working in 3D, along with one of our open-source control schemes. The next demo uses Sketchfab, which makes it fairly easy to upload and publish 3D models with a bit of customization. Note that the demos will increase in complexity throughout the guide, with the first offering the simplest approach of using Google’s Model Viewer to load a 3D scene as an HTML element. Choosing the best one for your project depends on a few things, including the amount of interaction, control and scene customization needed, as well as the size of your model.īelow, we’ll share four demos that showcase the methods that we’ve found most useful for publishing photogrammetry to the web. There are a number of different methods for loading a 3D model on a website.
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