3D Modeling & Rendering Service can turn your ideas, sketches, or CAD files into realistic-looking images, animations, and interactive assets for eCommerce, ads, architectural visualization, AR/VR, and social media. 3D is faster, more versatile, and easier to scale than 2D if you sell things online, propose ideas to clients, or need pixel-perfect images without having to hire a photographer.

What We Give
- 3D modeling of products with hard surfaces (like electronics, appliances, and furniture), soft items (like bags and shoes), and jewelry
- Photorealistic Renders: hero pictures, lifestyle scenes, cutaways, and exploded vistas
- 360° spins and turntables: loops that are ready for the web for PDPs and social media
- 3D Animations—assembly reveals, material swaps, and demos of features
- AR/Realtime Assets—GLB/USDZ for Shopify, online users, and mobile try-ons
- Colorways and Configurators—instant changes (materials, finishes, trimmings)
Industries We Serve
- Commerce and DTC—launch images before tooling/production; endless hues
- Architecture and Real Estate: We make flythrough animations, day-to-dusk lighting setups, and architectural visualizations of the outside and inside of buildings.
- Furniture and Home: realistic fabric and leather, staging rooms, and scale references
- Jewelry and Luxury: spreading out gemstones, polishing metal, and taking macro images of heroes
- In the automotive world, there are studio settings, moving shots, and paint/material experiments.
- Industrial and Engineering: exploded views and animations of processes and assemblies.
- Marketing and Social—thumb-stopping mixed-media images and loops
Why 3D Shots Are Better Than Regular Shots (Most of the Time)
- Speed to Market—make a render before the real thing is ready.
- Unlimited Variants: materials, lighting, and backgrounds at no extra cost for reshoots
- Consistency at Scale—same lighting, angles, and FOV across the whole catalog
- Cost Control: One main model leads to hundreds of outputs.
- Impossible Shots: cutaways, X-rays, micro close-ups, and fluid simulations
Step-by-Step Pipeline and Workflow
Brief and References
- Style (studio, lifestyle, macro), camera angles, and target platforms (web, print, AR)
- Sketches, pictures, measurements, CAD (STEP/IGES), and brand guides are all inputs.
Modeling
- From CAD, hard-surface (NURBS → quad topo), sub-D, or retopo
- Level of detail (LOD) anticipated for stills and live action
Texturing and UVs
- Unwrap UVs cleanly and add UDIMs when appropriate.
- Textures for PBR include BaseColor, Metalness, Roughness, Normal, AO, and Height.
Look Dev and Materials
- IORs in the real world, measured roughness, fabric weaves, SSS (skin/plastics), and dispersion (gems)
Cameras and Lights
- HDRI/environment, three-point studio, light cards, matching lenses/FOV, and depth of field when it makes sense
Rendering
- Rendering engines that make things look lifelike, including V-Ray, Redshift, Octane, and Cycles/Arnold
- Sampling and noise control, as well as AOVs and passes for post (beauty, diffuse, specular, shadow, and z-depth)
Post and compositing
- color pipeline (ACES/sRGB), a little bit of paint and cleanup, and a grade to brand palette
Quality Assurance and Delivery
- Templates for angles and margins, color checks, and file naming; export stills, animations, and 3D materials.
File Types and Deliverables

Stills: JPEG/PNG/WebP (web PDP/PLP), TIFF (print, 300 DPI), and layered EXR (compositing)
Animations: MP4/ProRes (1080p/4K), image sequences (EXR, PNG), and turntables (ready to loop)
3D Assets (Realtime/AR): GLB/GLTF, USDZ (Shopify/AR), FBX/OBJ (generic), and USD (pipelines)
CAD handoff: cleaning up STEP/IGES files and making LOD versions for the web
Texture sets: 4K/8K PBR (BC, R, M, N, AO, Height), and packed maps if needed
Quality Control (12-Point Checklist)
- ☐ Proportions and scale match refs/CAD
- ☐ Topology is clean, with no shading artifacts
- ☐ UVs don’t overlap; seams are logical; texel density is consistent
- ☐ Materials are physically plausible (IOR/roughness/metalness are correct)
- ☐ Textures are sharp, with no stretching; micro detail is added where needed.
- ☐ Lighting is consistent, with no blown highlights or dead blacks
- ☐ Shadows and reflections look natural; contact points are grounded
- ☐ Color management (ACES/sRGB) is correct from start to finish.
- ☐ Noise and fireflies are controlled; sampling is clean
- ☐ The camera has consistent FOV, horizon, and composition templates.
- ☐ File names and hierarchy: SKU and versioned; safe to relink
- ☐ All requested sizes and formats for exports (web, print, and AR)
Realism Tips That Make a Difference
- Add small flaws, including slight roughness, worn edges, and fingerprints (if they fit).
- Where feasible, use measurable materials like scan data and genuine fabric weaves.
- Shadow connecting and useful “flags” for making product grounding look real
- Keep the DoF soft; don’t make things look small unless you want them to.
- For jewelry, properly regulated dispersion and caustics (no glitter overload)
Colorways and Configurators
- Make parametric materials like fabric swatches, metals, and woods.
- Make camera rigs and angle presets for quick batches.
- Export low-poly LODs with baked maps for web configurators.
- Keep a single source of truth, such as a master USD/USDZ/GLB and a variation library.
Price Signals and Turnaround
- Simple product (clean hard surface, studio renders): low–mid
- Complicated (fabrics, glass/liquids, jewelry macro, exploded views, animations): mid to high
- AR/real-time (retopo, LOD, and texture baking): mid-high
- SLA: 2–5 days for hero stills, faster for batches/variants, and by scope for animations
Give explicit briefs (angles, finishes, references) to cut down on revisions and costs.
Common Mistakes (and How to Fix Them)
- Add micro-roughness or noise to surfaces that are too flawless; very little edge bevel
- Flat lighting: utilize light cards or rims to make shapes and divide the subject from the background.
- Plastic fabrics and metals need the right IORs. For brushed metal, anisotropy is needed. For weave, normal maps are needed.
- The color on the web is wrong. Check with brand swatches and handle ACES to sRGB conversions.
- Files that are too big ↑ instancing, LODs, texture packing, atlas/baking
Questions and Answers
Q1: Do I need a real-life model?
Not all the time. You may start modeling and rendering with just CAD, drawings, and reference pictures.
Q2: Can you compare photos of older products?
Yes, send us example photos, and we’ll make sure the angles, lighting, and grading are the same in all of them.
Q3: Are AR files too big for mobile?
We make GLB/USDZ files that are optimized with LODs and packed textures so they run smoothly.
Q4: Is it possible to get both stills and animation from the same setup?
Of course. We make scenes that show hero stills, turntables, and short feature demos.
Q5: Is it possible to have an unlimited number of colorways?
Yes, material-driven workflows make it easy and quick to change colors and finishes.