Move assets to the web
Prepare FBX models for browser-friendly GLB workflows.
Convert FBX assets into GLB-oriented game workflows. Preview model scale, materials, texture expectations, and optimization steps before using assets in WebGL, Three.js, Unity, or prototypes.
The goal is not another isolated generator page. This workflow helps users move an existing or generated asset closer to real game use.
Start from GLB, GLTF, FBX, OBJ, ZIP, or an AI-generated model when supported.
Check scale, geometry, material preview, texture expectations, and file weight before changing anything.
Prepare a lighter, cleaner, game-workflow-friendly asset for browser, Unity, Unreal, or Roblox-style prototypes.
Prepare FBX models for browser-friendly GLB workflows.
Review which materials and textures need cleanup before export.
Normalize asset size and orientation before Unity, Unreal, or web prototype use.
After conversion, create matching props in the same style if the scene needs more assets.
Use generation when the edited asset needs a missing prop, a similar variant, or a matching pack. The main conversion point remains edit → optimize → export → playable.
Generate matching packUse “prepare”, “optimize”, and “prototype-ready” unless the full engine import/export path is verified. Avoid overclaiming production-ready or platform-ready results.
| Stage | User question | SEELE action | Next CTA |
|---|---|---|---|
| Preview | Will this model load and look right? | Inspect geometry, scale, materials, textures, and file size. | Open editor |
| Optimize | Is it too heavy for games or web? | Reduce weight, simplify, compress, and prepare a lower-cost variant. | Optimize model |
| Convert | Can I move formats safely? | Prepare format-specific checks and conversion workflow. | Convert asset |
| Playable | Can this become part of a scene? | Place or prepare the asset for a compact playable prototype. | Create playable scene |
GLB is widely used in web and Three.js workflows and packages model data more conveniently for browser delivery.
No. Texture paths, animation data, material settings, and scale can need manual review.
Preview, optimize, and test the converted asset in a playable or engine-specific workflow.