Generators hand you a mesh. None of them tell you whether it is shippable. Drop in a .glb from Meshy, Tripo, TRELLIS, Rodin, Blender or a marketplace, and get a graded verdict against a published standard: triangle budget, collision proxy, pivot, real-world scale, draw calls, textures, download weight.
It runs here, in your browser. Your file is never uploaded, so there is no size limit and nothing for us to keep.
Against a per-kind budget. Generated meshes are routinely 10-20x over, because isosurface extraction has no notion of one.
A UCX_/UBX_/USP_/UCP_ hull. No AI-3D vendor exports one today, so this is almost always missing.
glTF is metres. The centimetres-as-metres mistake is invisible until the asset stands next to something else.
Origin at bounds bottom-centre, so an asset dropped on a point sits on that point instead of halfway through it.
Primitive and material count. Draw calls, not triangles, usually cap how many distinct objects a browser scene can hold.
Resolution, embedding, and total megabytes, which is what a player on a phone actually feels.