▧RETROMODEL LAB0.1 / BETA
LOCAL PROCESSING · YOUR MODELS STAY YOURS
◇Rusty-Van.glbLoading workbench…
ORIGINAL FULL RES
— TRIANGLESSOURCE
PSX / 1996LIVE PREVIEW
— TRIANGLES—
DRAG TO ORBIT · SCROLL TO ZOOM · RIGHT-DRAG TO PAN
Warming up the time machine…
TRIANGLES—Calculating…
TEXTURE CAP128pxNearest-neighbor sampling
PREVIEW PALETTE24stepsPer RGB channel
PROCESSING100% localYour files never leave this tab
TAKE IT INTO YOUR WORLD

A new life for your model.

GLB keeps the geometry, colors and textures.
Screen-space effects come with the Three.js shader kit.

Source units preserved · Static mesh export
Starting…PRESET: PSX
A QUICK FIELD GUIDE

From modern to memory.

  1. Import a static GLB. Use embedded PNG or JPEG textures. Max 25 MB / 200,000 triangles. Skinning, morph targets, instancing, Draco and KTX2 are outside this first version.
  2. Choose an era. Adjust the triangle target and texture size. Seam-heavy meshes may retain more triangles than requested.
  3. Inspect from every angle. Drag either view to orbit, scroll to zoom. Turntable helps spot the vertex snap effect.
  4. Export. GLB includes reduced mesh, quantized colors and resized textures. PNG captures the styled view. The kit adds the model, settings and a Three.js shader helper.

Pixel resolution, vertex snap, affine warp and screen dithering are runtime effects. Standard GLB viewers will show the converted asset without those effects. Materials are rebuilt as matte surfaces; original advanced PBR effects are intentionally simplified.

Textures keep their aspect ratio and are never enlarged. Scenes are flattened to static meshes in their original units. Animations, cameras and lights are not exported. Export before closing: there is no project autosave.