A 3D asset isn't the deliverable — the experience built around it is. This is where we decide what someone actually does when they put the headset on, and design the interactions, environment and UI that make it click.
Walk around, cut open, reconfigure, disassemble — mapped to a controller trigger, a hand gesture, or a single tap on desktop/mobile.
A trade-show hall, a factory floor, an empty studio backdrop for a sales tablet, or your own branded showroom.
Hotspot labels, spec panels, live telemetry overlays — whatever turns "look at this machine" into "understand this machine."
For training builds: guided sequences, scoring, and safe failure states. For sales builds: a configurator and a lead-capture moment.
The first question is what a visitor should be able to do — walk around it, open it, configure it, operate it — because that decides everything else. A showroom and a training course share a machine model and share almost nothing else.
A machine in a pool of hard light on a dark floor reads as considered; the same machine under flat ambient light reads as a CAD screenshot. Lighting is where a real-time scene stops looking like engineering software and starts looking like something you would show a customer.
Every scene carries a 1.75-metre figure beside the machine. Scale is the single thing a virtual showroom does better than photography, and a machine floating in empty space throws that away.
You see the scene at two or three points during the build, in a browser, with no software to install. Changing a camera path or an interaction in week three costs a morning; changing it after handover costs a revision.
Typically two to four weeks after the model is optimised, depending on how much interaction the experience carries. A static showroom is faster than a configurator with compatibility rules.
Yes, at two or three points, in an ordinary browser with nothing to install. Changes are far cheaper during the build than after handover.
Both, from one build. The same project runs in a browser on a laptop or tablet and full-scale in a headset, with level-of-detail versions handling the performance difference.
Yes, and they are substantially cheaper. The lighting, materials and interaction already exist — only the geometry changes — so additional machines in the same range typically run two to three weeks each.
You do, or we draft it and you correct it. The callouts that justify your price have to be in your language, not ours.
We share an interactive build link partway through, not just a final render — so you can walk through it yourself, flag anything off, and sign off before it ships to step 04.