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.

The asset meets its budget without visible target-view regressions.

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

Sources