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    <title>DEV Community: SUJIT KOJI</title>
    <description>The latest articles on DEV Community by SUJIT KOJI (@sujitkoji).</description>
    <link>https://dev.to/sujitkoji</link>
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      <title>DEV Community: SUJIT KOJI</title>
      <link>https://dev.to/sujitkoji</link>
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    <item>
      <title>Capture Any Angle of a 3D Model — Free GLB Screenshot Tool for Developers</title>
      <dc:creator>SUJIT KOJI</dc:creator>
      <pubDate>Thu, 23 Jul 2026 03:40:00 +0000</pubDate>
      <link>https://dev.to/sujitkoji/capture-any-angle-of-a-3d-model-free-glb-screenshot-tool-for-developers-52n5</link>
      <guid>https://dev.to/sujitkoji/capture-any-angle-of-a-3d-model-free-glb-screenshot-tool-for-developers-52n5</guid>
      <description>&lt;p&gt;Need a clean product render from every side of a .glb model — Front, Back, Top, Bottom, Left, Right — without touching Blender? Here's how I do it with &lt;strong&gt;&lt;a href="https://www.glbkit.com/glb-screenshot" rel="noopener noreferrer"&gt;GLBKit's GLB Screenshot tool&lt;/a&gt;&lt;/strong&gt;.&lt;/p&gt;

&lt;p&gt;&lt;u&gt;&lt;/u&gt;&lt;/p&gt;
&lt;u&gt;
&lt;h2&gt;
  
  
  Why multi-angle screenshots matter
&lt;/h2&gt;

&lt;/u&gt;&lt;p&gt;&lt;u&gt;&lt;/u&gt;&lt;/p&gt;

&lt;p&gt;If you're shipping 3D assets — for an e-commerce product page, a game asset library, or a portfolio — a single hero shot isn't enough. Buyers, QA, and teammates often need to see the model from multiple angles before trusting it. Manually orbiting a camera and exporting each view is slow. GLBKit does it in a few clicks, right in the browser.&lt;/p&gt;

&lt;h2&gt;
  
  
  &lt;u&gt;The workflow&lt;/u&gt;
&lt;/h2&gt;

&lt;p&gt;Drop in your .glb, .gltf, or .zip file&lt;br&gt;
Pick an angle preset: &lt;strong&gt;Front, Back, Top, Bottom, Left, Right, or Iso&lt;/strong&gt;&lt;br&gt;
Choose format (PNG/JPG), resolution (up to 4K), and background (Transparent, White, or Black)&lt;br&gt;
Hit &lt;strong&gt;Capture Screenshot → Download Image&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Here's the same sofa_chair.glb model captured from all six angles:&lt;/p&gt;

&lt;h2&gt;
  
  
  Front view
&lt;/h2&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Faay3elof2uejwwx5tum5.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Faay3elof2uejwwx5tum5.png" alt=" " width="800" height="450"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Back view
&lt;/h2&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F3x5jehc4dde5kkll05pa.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F3x5jehc4dde5kkll05pa.png" alt=" " width="800" height="450"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Top view
&lt;/h2&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F9cb4q6fv2doqz3cf628s.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F9cb4q6fv2doqz3cf628s.png" alt=" " width="800" height="450"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Bottom view
&lt;/h2&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fsk2pzwwsq9kjaqfxylwz.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fsk2pzwwsq9kjaqfxylwz.png" alt=" " width="800" height="450"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Left view
&lt;/h2&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fkep2ui4mrfk3mzly58oc.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fkep2ui4mrfk3mzly58oc.png" alt=" " width="800" height="450"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Right view
&lt;/h2&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fhic6rfy67mhtyshlfcu8.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fhic6rfy67mhtyshlfcu8.png" alt=" " width="800" height="450"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Every angle, same lighting, same export settings — consistent renders without manually repositioning a camera each time.&lt;/p&gt;

&lt;h2&gt;
  
  
  &lt;u&gt;Why this is useful for developers&lt;/u&gt;
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;E-commerce/marketplace listings&lt;/strong&gt; — generate consistent multi-angle product shots for GLB assets&lt;br&gt;
&lt;strong&gt;QA / asset review&lt;/strong&gt; — quickly check a model for gaps, clipping, or texture issues from every side&lt;br&gt;
&lt;strong&gt;Documentation&lt;/strong&gt; — drop clean renders into READMEs, Notion docs, or Figma without a full render pipeline&lt;br&gt;
&lt;strong&gt;Transparent PNG export&lt;/strong&gt; — drop straight into a design tool with no background removal step&lt;/p&gt;

&lt;h2&gt;
  
  
  &lt;u&gt;&lt;strong&gt;Try it yourself&lt;/strong&gt;&lt;/u&gt;
&lt;/h2&gt;

&lt;p&gt;👉 &lt;strong&gt;&lt;a href="https://www.glbkit.com" rel="noopener noreferrer"&gt;glbkit.com&lt;/a&gt;&lt;/strong&gt; — free, no login required. Works with models exported from Blender, Three.js, React Three Fiber, Babylon.js, Unity, and Godot.&lt;/p&gt;

&lt;p&gt;If you try it on your own models, I'd love to see the renders — drop a comment below!&lt;/p&gt;

</description>
      <category>threejs</category>
      <category>webdev</category>
      <category>javascript</category>
      <category>programming</category>
    </item>
    <item>
      <title>Inspect GLB/GLTF Models in Your Browser — Free 3D Viewer with Wireframe Mode</title>
      <dc:creator>SUJIT KOJI</dc:creator>
      <pubDate>Wed, 22 Jul 2026 03:40:00 +0000</pubDate>
      <link>https://dev.to/sujitkoji/inspect-glbgltf-models-in-your-browser-free-3d-viewer-with-wireframe-mode-2lnm</link>
      <guid>https://dev.to/sujitkoji/inspect-glbgltf-models-in-your-browser-free-3d-viewer-with-wireframe-mode-2lnm</guid>
      <description>&lt;p&gt;Before you ship a .glb model — into a Three.js scene, a game engine, or a product page — you usually just want to look at it first. No import step, no build, no login. That's what the &lt;strong&gt;&lt;a href="https://www.glbkit.com/glb-viewer" rel="noopener noreferrer"&gt;GLBKit GLB Viewer&lt;/a&gt;&lt;/strong&gt; is for.&lt;/p&gt;

&lt;h2&gt;
  
  
  &lt;strong&gt;&lt;u&gt;What it does&lt;/u&gt;&lt;/strong&gt;
&lt;/h2&gt;

&lt;p&gt;Drop in a &lt;strong&gt;.glb, .gltf,&lt;/strong&gt; or **.zip **file and it renders instantly in the browser with full orbit controls.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F9c6n2263z6zx0nfoguwx.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F9c6n2263z6zx0nfoguwx.png" alt=" " width="800" height="450"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Here the viewer is loading vase_flower_pot_-_24_mb.glb — a 15.71 MB binary &lt;strong&gt;GLB&lt;/strong&gt; — and rendering it in real time on a lit grid floor, so you can immediately judge scale, geometry, and materials.&lt;/p&gt;

&lt;h2&gt;
  
  
  &lt;u&gt;Key features&lt;/u&gt;
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Orbit, Zoom, Pan controls&lt;/strong&gt; — rotate and inspect from any angle&lt;br&gt;
&lt;strong&gt;Wireframe / Solid toggle&lt;/strong&gt; — check topology and mesh density at a glance, not just the shaded surface&lt;br&gt;
&lt;strong&gt;File info panel&lt;/strong&gt; — filename, file size, and format shown up front (GLB / BINARY in this case)&lt;br&gt;
&lt;strong&gt;Auto-play / animation controls&lt;/strong&gt; — for rigged or animated GLBs&lt;br&gt;
&lt;strong&gt;Fullscreen mode&lt;/strong&gt; — for a distraction-free inspection view&lt;br&gt;
**&lt;/p&gt;

&lt;h2&gt;
  
  
  &lt;u&gt;Why this matters for developers&lt;/u&gt;**
&lt;/h2&gt;

&lt;p&gt;Switching between** Solid &lt;strong&gt;and&lt;/strong&gt; Wireframe** mode is especially useful for:&lt;/p&gt;

&lt;p&gt;Spotting overly dense geometry before it hits a Three.js/R3F scene and tanks your frame rate&lt;br&gt;
Verifying a model was exported cleanly (no stray faces, no broken normals)&lt;br&gt;
Reviewing assets from a client, marketplace, or teammate without opening Blender&lt;/p&gt;

&lt;p&gt;No upload limits blocking a quick look, no account wall — just drag, drop, and inspect.&lt;/p&gt;

&lt;h2&gt;
  
  
  &lt;u&gt;Try it&lt;/u&gt;
&lt;/h2&gt;

&lt;p&gt;👉&lt;a href="https://www.glbkit.com" rel="noopener noreferrer"&gt; glbkit.com&lt;/a&gt; — free GLB/GLTF viewer, no login required. Pairs well with the &lt;strong&gt;GLB Screenshot&lt;/strong&gt; tool if you also need clean renders once you're happy with the model.&lt;/p&gt;

&lt;p&gt;Would love to hear what other viewer features (measurements, texture inspector, animation timeline?) would be useful — drop a comment!&lt;/p&gt;

</description>
      <category>webdev</category>
      <category>threejs</category>
      <category>opensource</category>
      <category>javascript</category>
    </item>
    <item>
      <title>GLBKit — A Free Online Toolkit to View, Inspect and Screenshot GLB/GLTF 3D Files</title>
      <dc:creator>SUJIT KOJI</dc:creator>
      <pubDate>Tue, 21 Jul 2026 18:58:57 +0000</pubDate>
      <link>https://dev.to/sujitkoji/glbkit-a-free-online-toolkit-to-view-inspect-and-screenshot-glbgltf-3d-files-5e4h</link>
      <guid>https://dev.to/sujitkoji/glbkit-a-free-online-toolkit-to-view-inspect-and-screenshot-glbgltf-3d-files-5e4h</guid>
      <description>&lt;p&gt;If you work with 3D on the web — Three.js, React Three Fiber, Babylon.js, or you're exporting assets from Blender, Unity, or Godot — you've probably needed a quick way to open a .glb or .gltf file, check it looks right, or grab a clean screenshot of it without spinning up a whole project.&lt;/p&gt;

&lt;p&gt;That's exactly why I built &lt;strong&gt;&lt;a href="https://www.glbkit.com/" rel="noopener noreferrer"&gt;GLBKit&lt;/a&gt;&lt;/strong&gt; — a free, no-login, browser-based toolkit for GLB/GLTF developers.&lt;/p&gt;

&lt;h2&gt;
  
  
  &lt;u&gt;The problem&lt;/u&gt;
&lt;/h2&gt;

&lt;p&gt;Every time I needed to sanity-check a 3D model, I ended up doing one of these:&lt;/p&gt;

&lt;p&gt;Dragging it into a random online viewer with ads and low limits&lt;br&gt;
Spinning up a local Three.js scene just to preview one file&lt;br&gt;
Manually setting up lighting/camera in Blender just for a screenshot&lt;/p&gt;

&lt;p&gt;None of these are fast. GLBKit is meant to remove that friction — drop a file in, see it instantly, and optionally export a render.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F5xpb8lw1xiimrqgl2jko.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F5xpb8lw1xiimrqgl2jko.png" alt=" " width="799" height="732"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  &lt;u&gt;What GLBKit does&lt;/u&gt;
&lt;/h2&gt;

&lt;h3&gt;
  
  
  GLB Viewer
&lt;/h3&gt;

&lt;p&gt;Open and inspect .glb, .gltf, and .zip (packed asset) files directly in the browser. Real-time 3D rendering with orbit controls — no upload-and-wait, no login.&lt;/p&gt;

&lt;h3&gt;
  
  
  GLB Screenshot
&lt;/h3&gt;

&lt;p&gt;Turn any .glb/.gltf/.zip model into a high-quality render. Export as PNG or JPG, up to 4K, with optional transparent background — useful for thumbnails, marketplace listings, or docs.&lt;/p&gt;

&lt;p&gt;More tools (optimizer, converter, and support for additional 3D formats) are actively being added.&lt;/p&gt;

&lt;h2&gt;
  
  
  &lt;u&gt;Who it's for
&lt;/u&gt;
&lt;/h2&gt;
&lt;u&gt;

&lt;/u&gt;&lt;p&gt;&lt;u&gt;&lt;/u&gt;&lt;br&gt;
GLBKit is built for the whole GLB pipeline, regardless of where your models come from:&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Blender&lt;/strong&gt; exports&lt;br&gt;
&lt;strong&gt;Three.js / React Three Fiber&lt;/strong&gt; scenes&lt;br&gt;
&lt;strong&gt;Babylon.js&lt;/strong&gt; projects&lt;br&gt;
&lt;strong&gt;Unity&lt;/strong&gt; and &lt;strong&gt;Godot&lt;/strong&gt; asset pipelines&lt;br&gt;
Raw &lt;strong&gt;WebGL / WebGPU&lt;/strong&gt; workflows&lt;/p&gt;

&lt;p&gt;If your day involves .glb files, there's a good chance GLBKit saves you a step.&lt;/p&gt;
&lt;h2&gt;
  
  
  &lt;u&gt;Try it&lt;/u&gt;
&lt;/h2&gt;

&lt;p&gt;👉 &lt;strong&gt;&lt;a href="https://www.glbkit.com" rel="noopener noreferrer"&gt;glbkit.com &lt;/a&gt;&lt;/strong&gt;— 100% free, no login required.&lt;/p&gt;

&lt;p&gt;Would love feedback from anyone working in the Three.js / WebGL space — what's missing, what tool you'd want added next, etc. Drop a comment or reach out!&lt;/p&gt;

</description>
      <category>threejs</category>
      <category>webdev</category>
      <category>opensource</category>
      <category>glb</category>
    </item>
    <item>
      <title>I Built GLBKit - A Free Online Toolkit for Working with GLB Files</title>
      <dc:creator>SUJIT KOJI</dc:creator>
      <pubDate>Wed, 01 Jul 2026 09:47:14 +0000</pubDate>
      <link>https://dev.to/sujitkoji/i-built-glbkit-a-free-online-toolkit-for-working-with-glb-files-5cgh</link>
      <guid>https://dev.to/sujitkoji/i-built-glbkit-a-free-online-toolkit-for-working-with-glb-files-5cgh</guid>
      <description>&lt;h2&gt;
  
  
  How a simple frustration with existing GLB tools turned into a browser-based toolkit for developers.
&lt;/h2&gt;

&lt;p&gt;If you've ever worked with Three.js, React Three Fiber, Babylon.js, or any other 3D web framework, you've probably spent a lot of time dealing with GLB files.&lt;/p&gt;

&lt;p&gt;Sometimes you only want to inspect a model.&lt;/p&gt;

&lt;p&gt;Sometimes you need to check triangle count.&lt;/p&gt;

&lt;p&gt;Sometimes you need a clean screenshot for documentation.&lt;/p&gt;

&lt;p&gt;And sometimes you just want to quickly open a model without installing another desktop application.&lt;/p&gt;

&lt;p&gt;I kept running into these small problems while building projects.&lt;/p&gt;

&lt;p&gt;So instead of switching between multiple tools every day, I decided to build one place for everything.&lt;/p&gt;

&lt;p&gt;That's how GLBKit started.&lt;/p&gt;

&lt;h2&gt;
  
  
  Why I Built It
&lt;/h2&gt;

&lt;p&gt;Most available tools solve only one problem.&lt;/p&gt;

&lt;p&gt;One website lets you preview a model.&lt;/p&gt;

&lt;p&gt;Another application shows statistics.&lt;/p&gt;

&lt;p&gt;Another utility generates screenshots.&lt;/p&gt;

&lt;p&gt;Another tool optimizes the file.&lt;/p&gt;

&lt;p&gt;After using this workflow for months, it became clear that it wasn't efficient.&lt;/p&gt;

&lt;p&gt;I wanted something that worked directly in the browser with no installation and no account required.&lt;/p&gt;

&lt;h2&gt;
  
  
  Current Features
&lt;/h2&gt;

&lt;p&gt;At the moment GLBKit includes two tools.&lt;/p&gt;

&lt;h2&gt;
  
  
  1. GLB Viewer
&lt;/h2&gt;

&lt;p&gt;The viewer is designed for developers who need to inspect a model quickly.&lt;/p&gt;

&lt;p&gt;You can:&lt;/p&gt;

&lt;p&gt;Upload a GLB file&lt;br&gt;
Rotate and inspect the model&lt;br&gt;
Switch between wireframe and solid view&lt;br&gt;
Show bounding boxes&lt;br&gt;
Enable grid&lt;br&gt;
Change camera views&lt;br&gt;
Auto rotate the model&lt;br&gt;
View geometry statistics&lt;br&gt;
Inspect triangles, vertices and draw calls&lt;/p&gt;

&lt;p&gt;Everything runs inside the browser using WebGL.&lt;/p&gt;

&lt;h2&gt;
  
  
  2. GLB Screenshot
&lt;/h2&gt;

&lt;p&gt;Sometimes documentation, portfolios or marketplaces require high quality images of a 3D model.&lt;/p&gt;

&lt;p&gt;Instead of opening Blender just to render a preview, the screenshot tool lets you generate clean images directly in your browser.&lt;/p&gt;

&lt;p&gt;Features include:&lt;/p&gt;

&lt;p&gt;PNG export&lt;br&gt;
JPEG export&lt;br&gt;
Transparent background&lt;br&gt;
Multiple camera angles&lt;br&gt;
High-resolution output&lt;/p&gt;

&lt;h2&gt;
  
  
  &lt;strong&gt;Built With&lt;/strong&gt;
&lt;/h2&gt;

&lt;p&gt;The project is built using technologies I work with daily.&lt;/p&gt;

&lt;p&gt;Next.js&lt;br&gt;
React&lt;br&gt;
React Three Fiber&lt;br&gt;
Three.js&lt;br&gt;
TypeScript&lt;br&gt;
Tailwind CSS&lt;/p&gt;

&lt;p&gt;Everything is focused on keeping the interface simple while maintaining good rendering performance.&lt;/p&gt;

&lt;h2&gt;
  
  
  What's Coming Next
&lt;/h2&gt;

&lt;p&gt;The viewer and screenshot tools are only the beginning.&lt;/p&gt;

&lt;p&gt;I'm currently working on additional utilities including:&lt;/p&gt;

&lt;p&gt;GLB Optimizer&lt;br&gt;
GLB Analyzer&lt;br&gt;
Texture Inspector&lt;br&gt;
Material Inspector&lt;br&gt;
Mesh Statistics&lt;br&gt;
Animation Inspector&lt;br&gt;
File Validation&lt;br&gt;
Performance Analysis&lt;br&gt;
Compression Utilities&lt;/p&gt;

&lt;p&gt;The goal is to make GLBKit a complete toolbox for developers working with 3D assets on the web.&lt;/p&gt;

&lt;h2&gt;
  
  
  &lt;em&gt;A Small Design Philosophy&lt;/em&gt;
&lt;/h2&gt;

&lt;p&gt;One thing I wanted to avoid was creating another dashboard full of buttons.&lt;/p&gt;

&lt;p&gt;The idea behind GLBKit is simple.&lt;/p&gt;

&lt;p&gt;Upload a file.&lt;/p&gt;

&lt;p&gt;Get the information you need.&lt;/p&gt;

&lt;p&gt;Export what you need.&lt;/p&gt;

&lt;p&gt;Move on with your project.&lt;/p&gt;

&lt;p&gt;No unnecessary complexity.&lt;/p&gt;

&lt;h2&gt;
  
  
  &lt;em&gt;I'd Love Your Feedback&lt;/em&gt;
&lt;/h2&gt;

&lt;p&gt;The project is still growing, and I'm improving it step by step.&lt;/p&gt;

&lt;p&gt;If you're a Three.js or React Three Fiber developer, I'd love to know:&lt;/p&gt;

&lt;p&gt;Which GLB tool do you use most often?&lt;br&gt;
What feature would save you the most time?&lt;br&gt;
Is there something missing from your current workflow?&lt;/p&gt;

&lt;p&gt;Your feedback will help shape the next version of GLBKit.&lt;/p&gt;

&lt;p&gt;Try GLBKit 🌐 Website: &lt;a href="https://glbkit.com" rel="noopener noreferrer"&gt;https://glbkit.com&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fuv8yengf4v2tayhj2f8k.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fuv8yengf4v2tayhj2f8k.png" alt=" " width="800" height="728"&gt;&lt;/a&gt;&lt;/p&gt;

</description>
      <category>webdev</category>
      <category>3dprinting</category>
      <category>glb</category>
      <category>opensource</category>
    </item>
    <item>
      <title>THREE.JS VISION MOUSE DISTORTION // VOL. 04</title>
      <dc:creator>SUJIT KOJI</dc:creator>
      <pubDate>Sun, 29 Mar 2026 08:25:37 +0000</pubDate>
      <link>https://dev.to/sujitkoji/threejs-vision-mouse-distortion-vol-04-284d</link>
      <guid>https://dev.to/sujitkoji/threejs-vision-mouse-distortion-vol-04-284d</guid>
      <description>&lt;p&gt;A real-time WebGL experiment exploring fluid distortion and chromatic refraction through mouse interaction. &lt;br&gt;
Built with Three.js and GLSL, the experience blends dynamic motion, procedural effects, and cinematic visuals on the modern web.&lt;/p&gt;

&lt;p&gt;&lt;iframe height="600" src="https://codepen.io/sujitkoji/embed/bNwLxez?height=600&amp;amp;default-tab=result&amp;amp;embed-version=2"&gt;
&lt;/iframe&gt;
&lt;/p&gt;

</description>
      <category>codepen</category>
      <category>webdev</category>
      <category>threejs</category>
      <category>shader</category>
    </item>
    <item>
      <title>THREE.JS ELEGANCE: INTERACTIVE FLOWER SHADER VOL. 03</title>
      <dc:creator>SUJIT KOJI</dc:creator>
      <pubDate>Sat, 28 Mar 2026 08:21:16 +0000</pubDate>
      <link>https://dev.to/sujitkoji/threejs-elegance-interactive-flower-shader-vol-03-4h47</link>
      <guid>https://dev.to/sujitkoji/threejs-elegance-interactive-flower-shader-vol-03-4h47</guid>
      <description>&lt;p&gt;Elegance: Interactive Flower Shader&lt;/p&gt;

&lt;p&gt;A sophisticated, interactive visual experience blending high-end editorial design with advanced WebGL techniques. This project features a 3D-distorted floral gallery element powered by Three.js and custom GLSL Shaders.&lt;/p&gt;

&lt;h1&gt;
  
  
  Three.js  #GLSL #Shaders
&lt;/h1&gt;

&lt;p&gt;&lt;iframe height="600" src="https://codepen.io/sujitkoji/embed/OPRQWxz?height=600&amp;amp;default-tab=result&amp;amp;embed-version=2"&gt;
&lt;/iframe&gt;
&lt;/p&gt;

</description>
      <category>codepen</category>
      <category>threejs</category>
      <category>shader</category>
      <category>javascript</category>
    </item>
    <item>
      <title>THREE.JS MIND SCAPE // VOL. 02</title>
      <dc:creator>SUJIT KOJI</dc:creator>
      <pubDate>Fri, 27 Mar 2026 09:34:37 +0000</pubDate>
      <link>https://dev.to/sujitkoji/threejs-mind-scape-vol-02-5gh3</link>
      <guid>https://dev.to/sujitkoji/threejs-mind-scape-vol-02-5gh3</guid>
      <description>&lt;p&gt;THREE.JS MIND SCAPE // VOL. 02&lt;/p&gt;

&lt;p&gt;An exploration of digital tactile experiences through Refraction Shaders and Interactive Distortion. This experiment pushes the boundaries of WebGL by blending organic motion with high-end typography.&lt;/p&gt;

&lt;p&gt;Tech Stack: Three.js, GLSL (Shaders), Custom Pipeline.&lt;br&gt;
Key Feature: Dynamic RGB Shift &amp;amp; Mouse-Inertia Displacement.&lt;br&gt;
Vibe: Minimalist, Cinematic, High-Fashion.&lt;/p&gt;

&lt;p&gt;&lt;iframe height="600" src="https://codepen.io/sujitkoji/embed/emdyXMO?height=600&amp;amp;default-tab=result&amp;amp;embed-version=2"&gt;
&lt;/iframe&gt;
&lt;/p&gt;

</description>
      <category>codepen</category>
      <category>webdev</category>
      <category>javascript</category>
      <category>threejs</category>
    </item>
    <item>
      <title>THREE.JS MORPHING VOID // VOL. 01</title>
      <dc:creator>SUJIT KOJI</dc:creator>
      <pubDate>Thu, 26 Mar 2026 06:46:22 +0000</pubDate>
      <link>https://dev.to/sujitkoji/threejs-morphing-void-vol-01-4a4n</link>
      <guid>https://dev.to/sujitkoji/threejs-morphing-void-vol-01-4a4n</guid>
      <description>&lt;p&gt;Pushing the limits of Three.js with custom GLSL noise displacement. 128-segment density for that ultra-smooth liquid transition. No videos, no heavy assets-just pure, optimized math.&lt;/p&gt;

&lt;p&gt;Engine: Three.js&lt;/p&gt;

&lt;p&gt;Shader: Simplex 3D Noise&lt;/p&gt;

&lt;p&gt;Vibe: Industrial Minimalist&lt;/p&gt;

&lt;p&gt;&lt;iframe height="600" src="https://codepen.io/sujitkoji/embed/EagbJNw?height=600&amp;amp;default-tab=result&amp;amp;embed-version=2"&gt;
&lt;/iframe&gt;
&lt;/p&gt;

</description>
      <category>codepen</category>
      <category>webdev</category>
      <category>javascript</category>
      <category>threejs</category>
    </item>
    <item>
      <title>THREE.JS LIQUID ART // VOL. 02</title>
      <dc:creator>SUJIT KOJI</dc:creator>
      <pubDate>Sat, 21 Mar 2026 18:51:27 +0000</pubDate>
      <link>https://dev.to/sujitkoji/liquid-art-wave-2e6h</link>
      <guid>https://dev.to/sujitkoji/liquid-art-wave-2e6h</guid>
      <description>&lt;p&gt;An exploration into high-end GPU-accelerated visuals and fluid motion.&lt;/p&gt;

&lt;p&gt;This experiment focuses on the intersection of mathematics and art, utilizing custom GLSL Shaders to create a responsive, liquid-like surface. The interaction is driven by a smooth Lerp-based mouse tracking system that distorts a 3D mesh in real-time.&lt;/p&gt;

&lt;p&gt;&lt;iframe height="600" src="https://codepen.io/sujitkoji/embed/KwgZgVp?height=600&amp;amp;default-tab=result&amp;amp;embed-version=2"&gt;
&lt;/iframe&gt;
&lt;/p&gt;

</description>
      <category>threejs</category>
      <category>javascript</category>
      <category>webgl</category>
      <category>webdev</category>
    </item>
    <item>
      <title>Engineering "Interfaces That Feel Alive" - My Design Philosophy</title>
      <dc:creator>SUJIT KOJI</dc:creator>
      <pubDate>Tue, 17 Mar 2026 17:42:07 +0000</pubDate>
      <link>https://dev.to/sujitkoji/engineering-interfaces-that-feel-alive-my-design-philosophy-3hbh</link>
      <guid>https://dev.to/sujitkoji/engineering-interfaces-that-feel-alive-my-design-philosophy-3hbh</guid>
      <description>&lt;p&gt;&lt;a href="https://sujitkoji.com" rel="noopener noreferrer"&gt;Portfolio:&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  &lt;strong&gt;The Core Concept&lt;/strong&gt;
&lt;/h2&gt;

&lt;p&gt;Websites shouldn't just be viewed; they should be felt. When we talk about &lt;strong&gt;"Awwwards-level"&lt;/strong&gt; digital experiences, it isn't just about a flashy color palette or a trendy typeface. It’s about that &lt;strong&gt;organic flow&lt;/strong&gt;-the thin line between a static UI and an immersive environment.&lt;/p&gt;

&lt;h2&gt;
  
  
  &lt;strong&gt;The Vision: Motion-First Identity&lt;/strong&gt;
&lt;/h2&gt;

&lt;p&gt;My portfolio (screenshot above) is built on a single principle: &lt;strong&gt;Interfaces that feel alive - not just animated.&lt;/strong&gt; In this hero section, I focused on three pillars to define my digital identity:&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;The Living Core:&lt;/strong&gt; The central organic blob isn't a pre-rendered video or a simple loop. It’s a performance-driven shader designed to give the interface a "pulse" that responds to the environment.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Typography &amp;amp; Hierarchy:&lt;/strong&gt; By using high-contrast, minimalist Sans-Serif, I let the message breathe while the motion does the heavy lifting.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Technical Sophistication:&lt;/strong&gt; Every interaction is locked at a cinematic &lt;strong&gt;60FPS&lt;/strong&gt; to ensure the premium feel remains buttery smooth.&lt;/p&gt;

&lt;h2&gt;
  
  
  &lt;strong&gt;The Creative Tech Stack&lt;/strong&gt;
&lt;/h2&gt;

&lt;p&gt;To bridge the gap between functional UI and high-end aesthetics, I utilized a stack that balances performance with creative freedom:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Next.js:&lt;/strong&gt; For a robust, SEO-friendly architecture.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;React Three Fiber (R3F):&lt;/strong&gt; Bringing 3D into the DOM with seamless state management.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Custom GLSL Shaders:&lt;/strong&gt; Crafting unique visual textures that go beyond standard CSS.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;GSAP &amp;amp; Framer Motion:&lt;/strong&gt; For orchestrating complex layout transitions and micro-interactions.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Beyond the Code
&lt;/h2&gt;

&lt;p&gt;For me, code is more than just logic-it's a medium for &lt;strong&gt;Digital Architecture&lt;/strong&gt;. As a &lt;strong&gt;Creative Frontend Developer and WebGL Specialist,&lt;/strong&gt; I am constantly pushing the boundaries of how we interact with the web.&lt;/p&gt;

&lt;p&gt;The goal is always the same: Move away from "templates" and toward "experiences."&lt;/p&gt;

&lt;p&gt;I'd love to hear from other creative engineers:&lt;br&gt;
How do you balance heavy WebGL graphics with web performance? Let's discuss in the comments! &lt;/p&gt;

</description>
      <category>nextjs</category>
      <category>threejs</category>
      <category>webgl</category>
      <category>javascript</category>
    </item>
  </channel>
</rss>
