// Tech

Polycam 3D Scan — From Phone to Web-Ready Model

Polycam captures 3D models from a phone (LiDAR or photogrammetry) — the fastest path from real object to web-ready glTF.

Polycam (poly.cam) is a mobile app that captures 3D models from a phone — either LiDAR-based (iPhone Pro models) or photogrammetry (any phone, multiple photos). Output exports as glTF, ready for web use. Use cases: real-estate virtual tours (scan a room, embed in Three.js scene), product photography for e-commerce (scan product, embed for rotation), historical artifacts for museum sites. Quality is decent for non-critical work, not perfect for premium product showcases. For premium 3D art (jewelry, watches), pro photogrammetry rigs or commissioned 3D modeling still produce better results than phone scans.

What you get hands-off

After delivery: source repository on GitHub (private), commented code, a 5-min Loom walkthrough explaining the scene logic, and the asset pipeline documented. First year of hosting and minor revisions is included. After that we agree on a maintenance plan if needed.

What this delivers

Concrete output: a working polycam scan integration on a real production site, not a demo. The integration includes device-tier detection so weak phones get a lighter version automatically. Source files are handed over in their original formats — Blender, GLSL, glTF — so any future developer can continue where I stopped.

How I work with it

On a typical project, polycam scan ships as a self-contained module: one entry-point JS file, one CSS file, asset bundle below 1.5MB total. I keep the integration sandboxed so the rest of the site stays SEO-friendly classical HTML. Frame budget targets 60 FPS on a mid-range Android, with a measurable fallback below.

Performance budget

Lighthouse mobile target: 85+ across all categories. I measure on real devices, not just emulator. Asset compression: glTF + Draco for meshes, KTX2 for textures, Brotli for shaders. Lazy-load any polycam scan scene that isn't above the fold so the first paint stays under 1.5s.

Frequently asked questions

Why pick this technology over alternatives?
It has the largest production-quality ecosystem, the most documentation, and the most experienced developers available. For a site you want to maintain for 3+ years, ecosystem maturity matters more than feature peak.
What if a newer tool comes out next year?
I track new tooling and migrate when it makes sense, but only after the new tool ships stable production releases for at least 6-9 months. I don't rebuild client sites on bleeding-edge tools — that's the path to broken sites.
How long does this take?
Standard scope: 4-6 weeks from contract signature to live site. Larger scope (configurator, multi-scene scrollytelling) takes 8-12 weeks. Rush projects (2-3 weeks) are accepted with a 30-40% rush surcharge.
What does it cost?
Hero-section 3D upgrade: \$1,500-\$2,500. Full multi-scene 3D site: \$3,500-\$8,000. Configurator with custom shaders: \$5,000-\$12,000. All fixed-price, source code included. EUR equivalents on request.
What if my visitors are on weak phones?
The site detects device tier before the first scene loads and serves a lighter version on weak hardware (fewer particles, simpler shaders). Devices without WebGL get a static fallback that preserves the visual language and conversion path.

Ready to ship a 3D experience?

Tell me what you need — fixed price, fixed deadline, no surprises.

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