High-To-Low Poly Conversion 3dsMax
Budget: ₹600 – ₹1,500 INR
# 3D Model Conversion — 3ds Max to web-ready GLB
## What we need
We have a set of 3ds Max scenes (V-Ray and Corona) containing furniture and fixtures — bathroom
vanities, tubs, toilets, kitchen units, and similar. We need each item extracted as an individual,
optimised, textured **.glb** file for use in a real-time browser application.
This is conversion and optimisation work, not modelling. The models exist; they need to be made
suitable for the web.
## Deliverables
For each item:
1. A single `.glb` file, Draco-compressed
2. A preview render on a plain background, 800×800 PNG
3. A row in a supplied spreadsheet: filename, label, real-world width in metres, category
## Technical requirements
**Format** — glTF 2.0 binary (`.glb`), single file per item with textures embedded.
**File size** — under 3 MB per item, ideally around 1 MB. Our current library averages 7 MB and that
is too heavy; reducing this is a main goal of the work.
**Polygon count** — under 50,000 triangles per item, fewer where the silhouette allows. These are
viewed in a browser alongside dozens of other objects, so budget matters more than close-up detail.
**Materials** — converted to glTF PBR metallic-roughness. V-Ray and Corona materials do not carry
across, so these need rebuilding to look equivalent: base colour, metallic, roughness, normal, and
opacity where relevant. Glass and metal should read correctly under both interior and daylight
lighting.
**Textures** — 2048×2048 maximum, 1024 where detail allows. Packed into as few maps as possible.
No 4K textures.
**Orientation and scale** — Y-up, real-world metres, so a 1.2 m vanity measures 1.2 units. Origin at
the centre of the footprint, sitting on the floor plane (lowest point at Y=0). Facing +Z.
**Naming** — lowercase with underscores, descriptive: `bath_vanity_double_oak.glb`.
## What to remove
- Lights, cameras, backdrops, and any studio setup
- Floors, walls, and surrounding room geometry
- Objects not part of the item itself
- Unused materials and orphaned texture maps
- Modifier stacks — collapse to editable geometry
## Quality check
Each file must open correctly in the glTF viewer at https://gltf-viewer.donmccurdy.com/ with:
- Correct scale against the grid
- Materials reading properly, not black or blown out
- No inverted normals or missing faces
- No missing textures
## Please tell us
- Your rate — per model
- How many items you can complete per week
- Whether you have done glTF conversion before, and examples if so
- Which tools you use for optimisation
## Notes
We will supply the source scenes and an item list. Work in batches of ten so we can review and
adjust before you continue — the first batch matters most, and we would rather correct conventions
early than at the end.
Some source scenes may be poor quality or unusable. Flag those rather than spending time on them.
## What we need
We have a set of 3ds Max scenes (V-Ray and Corona) containing furniture and fixtures — bathroom
vanities, tubs, toilets, kitchen units, and similar. We need each item extracted as an individual,
optimised, textured **.glb** file for use in a real-time browser application.
This is conversion and optimisation work, not modelling. The models exist; they need to be made
suitable for the web.
## Deliverables
For each item:
1. A single `.glb` file, Draco-compressed
2. A preview render on a plain background, 800×800 PNG
3. A row in a supplied spreadsheet: filename, label, real-world width in metres, category
## Technical requirements
**Format** — glTF 2.0 binary (`.glb`), single file per item with textures embedded.
**File size** — under 3 MB per item, ideally around 1 MB. Our current library averages 7 MB and that
is too heavy; reducing this is a main goal of the work.
**Polygon count** — under 50,000 triangles per item, fewer where the silhouette allows. These are
viewed in a browser alongside dozens of other objects, so budget matters more than close-up detail.
**Materials** — converted to glTF PBR metallic-roughness. V-Ray and Corona materials do not carry
across, so these need rebuilding to look equivalent: base colour, metallic, roughness, normal, and
opacity where relevant. Glass and metal should read correctly under both interior and daylight
lighting.
**Textures** — 2048×2048 maximum, 1024 where detail allows. Packed into as few maps as possible.
No 4K textures.
**Orientation and scale** — Y-up, real-world metres, so a 1.2 m vanity measures 1.2 units. Origin at
the centre of the footprint, sitting on the floor plane (lowest point at Y=0). Facing +Z.
**Naming** — lowercase with underscores, descriptive: `bath_vanity_double_oak.glb`.
## What to remove
- Lights, cameras, backdrops, and any studio setup
- Floors, walls, and surrounding room geometry
- Objects not part of the item itself
- Unused materials and orphaned texture maps
- Modifier stacks — collapse to editable geometry
## Quality check
Each file must open correctly in the glTF viewer at https://gltf-viewer.donmccurdy.com/ with:
- Correct scale against the grid
- Materials reading properly, not black or blown out
- No inverted normals or missing faces
- No missing textures
## Please tell us
- Your rate — per model
- How many items you can complete per week
- Whether you have done glTF conversion before, and examples if so
- Which tools you use for optimisation
## Notes
We will supply the source scenes and an item list. Work in batches of ten so we can review and
adjust before you continue — the first batch matters most, and we would rather correct conventions
early than at the end.
Some source scenes may be poor quality or unusable. Flag those rather than spending time on them.