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3D Design & Development

How to Get Augmented Reality Assets Right

Preparing 3D models for viewing in a real environment through a phone, at real-world scale.

Imogen Clarke Imaging & 3D Lead 2 min read 22 views
How to Get Augmented Reality Assets Right

Where most projects go wrong

The usual mistakes:

  • Models at arbitrary scale
  • Baked lighting in an asset meant to be lit by its environment
  • Supporting one platform only
  • Testing exclusively in a desktop viewer

What good looks like instead

  • Model at real-world scale in real-world units
  • Set the origin where the object would naturally sit
  • Export both GLB and USDZ to cover both platforms
  • Keep textures modest and compressed
  • Test on both platforms, on a real device, in a real room
What to do and what to avoid with augmented reality assets, side by side
Good practice against the usual mistakes, from the sources listed below.

Why it matters

AR asset requirements are stricter than web 3D — the model must be correctly scaled, correctly oriented and small enough to download on a mobile connection.

The specs that matter

Published figures for Augmented Reality Assets
MeasureFigure
Common formatsglTF and GLB for Android, USDZ for iOS
Scale requirementreal-world units, correctly set
Orientationa defined up axis and a sensible origin point
Size constraintmobile download over a cellular connection
Lightingtypically environment-lit, so baked lighting looks wrong

Knowing when to hand it over

Tip: Bring in help when assets must ship for both platforms, when AR models appear at the wrong size, or when a catalog needs AR-ready assets at volume.

Where this comes from

The figures and practices above come from the sources listed.

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The work behind this article, and what it costs.

Imogen Clarke

Stills, retouching and real-time 3D. Writes about color management, asset pipelines and getting heavy visual work into a browser.

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