Alchemesh Studio turns photographs of a real object or space into something you can use: an optimized 3D model for games, visualization and AR, or a Gaussian splat you can look at in a browser.
Most of this work does not need us in the room. If you can photograph the subject, or already have, we can process it from here, which is why distance is rarely the deciding factor in whether a capture project is possible.
The right route depends on where the subject is and who can get a camera to it. All three end in the same place.
| Your situation | What happens |
|---|---|
| You already have photographs | Send them. We assess whether the coverage supports reconstruction and tell you honestly if it does not, before any work is committed. |
| You can photograph it yourself | We give you the shot pattern, coverage and lighting requirements for your subject, then process what you send. This is how most international projects run. |
| We capture on location | Practical where travel is workable. Travel, access and scheduling are agreed per project rather than assumed. |
This is the decision most people arrive undecided on, and the two outputs are good at opposite things. It is worth settling before capture, because it changes what the photographs need to cover.
| Output | What it is good for, and what it is not |
|---|---|
| Gaussian splat | Looks like the real thing: reflections, soft edges, the material as photographed. Viewed in a browser, including on the Alchemesh AR platform. It is NOT editable geometry, so it cannot be retopologized, rigged or dropped into a game engine as a model. |
| Photogrammetry mesh | Real geometry you can work with: retopologized, optimized, unwrapped and textured for a game engine, a product viewer or AR. Takes more production time, and a clean result depends on the subject being suitable. |
| Both | Some projects want the splat for presentation and a mesh for production. Capturing once for both is possible when it is agreed before shooting. |
Photogrammetry reconstructs a surface by finding the same detail across overlapping images. Anything that defeats that defeats the scan, and no amount of processing recovers it afterwards. Saying so early saves a project that was never going to work.
Where a subject is unsuitable, modeling it by hand is usually the answer, and we can do that as part of the same project rather than sending you elsewhere.
If you are shooting it yourself, this is the short version. We confirm the specifics for your subject before you start, because a bathroom tap and a building facade do not want the same approach.
A modern phone camera is usually enough. Sharpness, coverage and consistent light matter far more than the camera.
Raw reconstruction is rarely the deliverable. Scan output is dense, heavy and unsuitable for most destinations, so cleanup, retopology and optimization are usually part of the work rather than an extra.
Formats follow the destination: GLB or glTF for browser and AR, FBX or OBJ for engines and pipelines, and Gaussian splat files for splat viewing. The 3D modeling page sets out what each format is normally for and the specifications we deliver to.
Usually not. If you can photograph the subject, or already have photographs, we can process them remotely. On-location capture is possible where travel is workable, and is agreed per project rather than assumed.
It depends on the size and complexity of the subject. A small object often needs dozens; a room or a building facade needs considerably more. What matters more than the count is that each photograph overlaps generously with the next, the whole subject is covered from several heights, and the lighting does not change between shots. Send what you have and we will tell you whether it is enough before any work is committed.
Not reliably. Photogrammetry reconstructs a surface by matching detail between overlapping photographs, and a transparent or mirrored surface has no appearance of its own to match. These subjects are normally modeled by hand instead, which we can do as part of the same project.
A splat reproduces how the subject looks, including reflections and soft edges, and is viewed in a browser. It is not editable geometry. A photogrammetry mesh is real geometry you can retopologize, optimize and use in a game engine, product viewer or AR experience. Some projects want both, and capturing once for both is possible when it is agreed before shooting.
Yes. The platform displays Gaussian splat assets and AR-ready 3D models, so a capture project can be delivered as something you share by link or QR code. Studio capture work and a platform subscription are commissioned separately.