Before you start
Build a measurable web asset budget, inspect the source, make one optimization class at a time, and validate the result on a real target device.
Prerequisites
- A source GLB
- A known web viewport and target device class
- A mesh editor or glTF optimization tool
- Permission to process the asset
Step by step
Measure the source
Record transfer size, decoded texture memory, triangles, draw calls, materials, animations, and bounds before editing.
Set the viewing budget
Choose the closest expected camera distance and device class; these determine which geometry and texture details can be removed.
Optimize geometry
Reduce density where silhouette and shading remain stable. Preserve a higher-detail source for rebaking and future targets.
Optimize textures and packaging
Resize maps based on visible texel density, use supported compression, remove unused data, and retain required PBR channels.
Test on device
Measure load and interaction on the intended browser and device instead of relying on desktop appearance alone.
Known trade-offs
- There is no universal 20K or 50K triangle target
- Compressed download size and decoded GPU memory are different metrics
- Texture changes can dominate visual quality before polygon changes do