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8 Images

Client
8 Images
Categories
3D commerce, merchant tooling
Duration
December 2023 – May 2026
Role
Principal product designer
Services
Model editor, material system, embeddable viewer, account and workspace
Platform
Web, embedded in merchant storefronts
Key flow
Upload model → group meshes into parts → build materials → attach per part → embed

Drag it.

Problem

A file the web cannot open

A furniture merchant has a 3D model built for a rendering package and a product page built for photographs. The model is heavy — the demo firetruck is a megabyte of mesh before a single texture loads — and it arrives as one lump of geometry with no idea which triangles are the seat and which are the legs. The merchant also has real fabrics no renderer has heard of. 8 Images is what goes in between.

Materials

Maps are a stack, not a form

A material here is built, not uploaded. Six maps stack to make one: diffuse, normal, roughness, emission, metalness, transparency. The obvious interface is a form — a column of numeric fields, each abstract until you render. I argued for a layer stack instead, the way every graphics tool shows layers: one row per map, toggled and reordered, the cube updating as you tune it. Someone builds a real fabric by hand until it matches the sample in front of them, without ever learning what a normal map is called.

CategorySubcategory
54 %

Normal map

H120
S180
V0

Roughness

0,35

Emission

0,27

Playing itself — touch anything to take over

Models

The names that make a model shoppable

A model arrives as meshes named by whoever exported it. A shopper cannot point at Ladder Turret. Preparation is grouping those meshes into parts a person would ask for — seat, back, legs — and a material attaches to a part, not to the file. Paths become groups, because that is already what they are in every drawing tool. The naming is the work.

Parts

10 of 10

Whole. Take a part off if you like.

Scenes

A set, and the photographs of it

One product on a white background is a swatch. Merchants sell sets. A scene puts several models in one space at the right size and position — chair to table, table to rug — so you can see whether the set holds together, and renders photographs out of that composition. It replaces the shoot: nobody photographs every finish in every combination.

The player

One output of the tool, not the tool

The player is what the merchant embeds: the named parts, the materials attached to them, the camera views, sitting in their own page as a gallery. Everything above it is what makes it possible. Drag the frame — the chrome is laid out against the container it is given.

548 × 344Drag the corner. This is the test the first version failed.

One slot in somebody else's page. That was the brief.

What I got wrong

I designed for three screen sizes. Merchants have infinite.

I designed the player for desktop, tablet and phone. It reviewed well, because reviews happen at the sizes you designed for. A merchant's product column is none of those — it is whatever is left after their header and sidebar take what they need, and at those widths the menu overlapped the model and the thumbnail strip clipped. The fix was a custom size with a drag handle and a live pixel readout, and chrome measured against the container instead of a breakpoint.

Reflection

The 3D was the easy part

Two and a half years, and almost none of the work was geometry. It was vocabulary. The navigation was designed as Models and Showrooms — what the people who build 3D call these things — and it shipped as Products and Scenes, because the first pair quietly told furniture people the tool was not for them. Renaming primary navigation late is expensive, and it is the cheapest way to widen who thinks a tool is meant for them.

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