3D publishing for browser-first workflows

Browser-based 3D tools backed by practical workflow guides

3DKit Online combines browser-based tools with production-facing guides for texture preparation, HDR imaging, model inspection, and animation format planning. The goal is not only to open a file or export a result, but to help artists and technical teams understand when a workflow fits the browser, what to validate next, and where the handoff should go after that.

Why 3DKit Online

We build pages that explain the workflow problem first, then provide the tool or validation step that belongs to it.

No-upload workflow
Core tools process assets inside the browser, which is useful for proprietary game art, lookdev tests, and quick technical validation.
Built for PBR and HDR tasks
The current toolset covers texture channel packing, RGBA extraction, EXR and HDR inspection, tone mapping previews, and UltraHDR JPEG workflows.
Useful for artists and tech art
Teams working in Unreal Engine, Unity, Blender, WebGL, and asset pipelines can use these tools for quick conversions and checks.

Who we build for

These tools and guides are shaped for teams that need lightweight validation before deeper production work.

Technical artists preparing or debugging texture sets before engine import.
Rendering and lookdev teams reviewing HDR, EXR, and delivery-ready image outputs.
Indie developers and educators who need fast browser-based inspection instead of heavier desktop tools.
Pipeline and outsourcing reviewers who need a clearer handoff between source files and runtime expectations.

Latest workflow guides

Read the newest topic pages before you open a tool, especially when you need to decide format, layout, or validation order.

What Is a PBR Texture Workflow?
Understand how diffuse, normal, roughness, metallic, AO, and packed textures fit together in a practical PBR workflow.

A PBR texture workflow is the sequence of preparing, validating, packing, and handing off texture data so that materials behave consistently across engines, DCC tools, and browser previews.

How To Prepare ORM Maps for UE5
Prepare occlusion, roughness, and metallic maps for Unreal Engine 5 with a workflow that checks grayscale inputs, channel order, and export validation.

Preparing an ORM map for UE5 is mostly about getting the source maps and channel order right. The browser step is useful because it lets you validate grayscale inputs before the texture reaches Unreal import.

How To Prepare RMA Maps for Unity
Prepare roughness, metallic, and ambient occlusion maps for a Unity workflow that expects RMA-style packed textures.

An RMA workflow for Unity is successful when the target material and naming conventions are clear before export. The browser step is useful for inspecting channels, not just for clicking pack.

HDR vs EXR: When Should You Use Each?
Compare HDR and EXR for browser preview, delivery, lighting, and intermediate workflow decisions.

HDR and EXR both carry high dynamic range information, but they are not interchangeable in every workflow. The right choice depends on whether you need simple delivery compatibility or richer intermediate data and channel control.

UltraHDR JPEG for Web Workflows
Understand when UltraHDR JPEG is a practical delivery format for web-facing HDR workflows and what should be validated before export.

UltraHDR JPEG is most useful when a workflow wants more HDR-friendly delivery behavior than standard JPEG, while still staying close to common web-friendly image pipelines.

Common Texture Channel Packing Mistakes
Review the most common texture channel packing mistakes before you export ORM, RMA, RMO, or custom mask textures.

Most channel packing failures are not caused by the packer itself. They come from wrong assumptions about source maps, target channel order, or what the destination material actually expects.

Explore the current tool index

Open focused utilities for texture preparation, HDR imaging, model inspection, and animation workflow planning.

Popular workflows

These sections describe the questions teams usually need answered before they export or hand off an asset.

Common use cases

  • Pack AO, roughness, and metallic maps into ORM, RMO, or RMA textures for UE5, Unity, and Blender workflows.
  • Extract RGBA channels from source textures to rebuild masks, debug authoring issues, or prepare grayscale maps.
  • Open EXR, HDR, and UltraHDR image files online to inspect data, preview tone mapping, and export derived outputs.
  • Run batch operations when you need repeatable texture processing across multiple assets.

How teams use 3DKit Online

  1. Open the tool that matches the asset task, such as texture packing, channel extraction, or HDR image review.
  2. Load source files, adjust mapping or preview settings, and validate the result in the browser.
  3. Export the processed asset or move to a related batch tool when the workflow needs higher throughput.

Homepage FAQ

These are the core questions users usually ask before they open a tool or rely on a workflow page.

Homepage FAQ

What kinds of search intents does 3DKit Online cover?

The site is optimized around practical 3D production tasks such as texture channel packing, RGBA channel extraction, EXR and HDR file handling, and UltraHDR JPEG processing.

Do the tools upload files to a remote server?

Core workflows are designed for in-browser processing so users can test and export files without sending original textures to a server.

Who is the site built for?

The primary audience is technical artists, rendering engineers, and 3D content teams working with PBR textures, HDR images, and web-based validation workflows.