Publish your work in real 3D
Everything between a project file on your disk and a portfolio page visitors can walk through.
Using Folio
- 1
Create your account
Your username becomes your public address: nextlook3d.com/folio/username. Lowercase letters, digits and hyphens.
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Create a project
One project per work. Give it a title — the web address is generated from it.
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Upload your model
Add a .glb file (up to 100MB). It is optimized right in your browser before upload — textures capped at 2048px, geometry compressed — and your original file is stored untouched, downloadable any time.
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Add photos, videos and text
Photos up to 10MB, videos up to 100MB. The summary appears on your portfolio card; the description tells the full story (line breaks are kept). Mark one photo as the cover.
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Publish or hide
Projects are public the moment you create them; use Hide for drafts. Your storage allowance is 5GB in total — remove old files to free space.
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Customize your page
In Settings: accent color, avatar, cover image, bio, links, and section order. The accent recolors your entire public page.
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Work as a team, keep versions
In a project’s Team panel, the owner invites classmates by username; they accept from their dashboard and can then edit everything except deleting the project. Every model upload becomes a new version — restore any older one, download its original, and show the whole timeline on the public page as your design evolution (or hide it with the History toggle). Always start from the latest version’s original, and see “Merging teamwork” below for combining parallel work.
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What visitors can do
Orbit (drag), move through the scene (right-drag), zoom without limits (scroll), re-center on any point (double-click). The Inspector panel adds wireframe, material channels and lighting environments.
Getting a GLB out of your software
Folio accepts glTF Binary (.glb) — the open standard for 3D on the web. Every major tool can produce one, directly or through Blender (free).
Blender
Recommended- File → Export → glTF 2.0 (.glb).
- Format: glTF Binary; keep “Apply Modifiers” on.
- Use Principled BSDF materials with image textures — they export as proper PBR.
- No need to compress — Folio optimizes on upload.
SketchUp
- Install a glTF exporter from the Extension Warehouse (search “glTF Export”).
- Alternative: File → Export → 3D Model → COLLADA (.dae) with textures, open in Blender, export GLB.
- Purge unused components first (Model Info → Statistics → Purge Unused).
Rhino
- Rhino 7 and newer: File → Save As → glTF Binary (.glb), directly.
- Enable “Save textures”; use a detailed meshing preset for curved surfaces.
3ds Max
- 3ds Max 2023+: File → Export → glTF (.glb) is built in.
- Older versions: the Babylon glTF exporter plugin, or FBX with “Embed Media” converted through Blender.
- Use Physical Materials — legacy materials export flat grey.
Revit
- Textures need special care here: Revit materials are Autodesk appearance assets, FBX only references them, and procedural ones (parametric brick etc.) have no image file at all.
- Easiest: a glTF add-in from the Autodesk App Store that explicitly exports materials AND textures — many free ones export flat colors only.
- Best result: export FBX, open in 3ds Max (materials arrive intact — same Autodesk library), run Scene Converter, export glTF with textures. Free with an education license.
- Blender route: the FBX imports grey. File → External Data → Find Missing Files pointed at C:\Program Files (x86)\Common Files\Autodesk Shared\Materials\Textures recovers bitmap-based ones (to see any texture’s exact path: Revit → Manage → Materials → Appearance → click the image). If it reports “No missing files”, the FBX carried no image links at all — skip straight to re-authoring: Node Wrangler’s Ctrl+Shift+T on each material with a PBR texture set, Projection = Box (no unwrapping needed for brick/concrete/wood).
- Always export from a 3D view with unneeded categories hidden.
ArchiCAD
- Save a 3D view as OBJ or FBX with textures.
- Open in Blender, check the materials, export GLB.
Legacy files (.3ds, old .max)
- Import into Blender — the 3DS importer is an official free extension.
- Keep the texture files in the same folder as the model when importing; old formats reference them by filename.
- Expect basic materials: these formats predate PBR. Re-assign key materials in Blender before exporting.
Merging teamwork into one model
Folio versions are whole files — it never combines two uploads by itself. The merge happens in your design tool, and every major tool can do it. The pattern is always the same: split the work spatially, bring your teammate’s part into your file, replace the stale copy, export one GLB, upload it as a new version. And first check the timeline: if nobody uploaded while you worked, there is nothing to merge — your file simply is the next version.
- 1
Split by zone, name things
Agree who owns what (house, garden, site). Put each zone in its own collection / layer / group named after it — merging then means swapping whole zones instead of hunting objects. Structure the house itself the same way, per floor and room, so future merges can be as small as one room.
- 2
One person integrates
Pick an integrator for each upload. Everyone else hands them their part — the source file, or their latest original downloaded from the version timeline.
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Bring the parts together
In the integrator’s file: import or append the teammate’s part, delete your outdated copy of that zone, keep theirs. Tool recipes below.
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It works at any scale — even one room
The merge unit is whatever your structure makes selectable: a zone, a floor, a single room, one chair. If a teammate reworked the living room, transplant just that — in the base file delete the old room’s objects, append/import theirs. Take the file with the most changes as the base and move the smaller change into it. A single fused “House” mesh cannot be partially merged in any software; if that happens, redo the smaller change on top of the other file.
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Find out what actually changed
Before merging, know the delta. Quickest check: open the project page in two browser tabs and pick two versions from the timeline to compare visually. In Blender, import both versions and toggle their visibility. And simply say it in the team — “I only changed the living room” saves an hour of hunting.
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Check the seams, then export
Where the parts meet (terrain edges, paths, shared walls), look for gaps or doubled surfaces. Then export a single GLB and upload it — the timeline records who merged what.
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If you both touched the same thing
Whether it’s one wall or a whole room, no tool resolves that automatically: open both versions side by side and pick per object, or redo the smaller change on top of the other file. Better: agree ownership up front so it never happens — this exact problem is why Revit and ArchiCAD have worksharing.
Blender
- Merge source files: File → Append → pick the collection from your teammate’s .blend.
- Merge via Folio: download their version’s original (.glb) from the timeline, File → Import → glTF 2.0 into your scene, then delete your stale zone.
- An imported GLB is a baked export (modifiers applied, no parametric data) — prefer appending .blend files when you can.
SketchUp
- Make each zone a component. File → Import merges a teammate’s .skp into your model.
- Even better: save zones as separate .skp files and right-click → Reload the component to pull a teammate’s update.
Rhino
- File → Import merges another .3dm into the open model.
- For ongoing teamwork use Worksession (Windows): everyone models their own file and attaches the others read-only — no merging ever needed.
3ds Max
- File → Import → Merge brings the objects you choose from another .max file.
- XRef Scene / XRef Objects reference teammates’ files live — updates flow in when they save.
Revit
- Revit does real multi-user editing natively: enable Worksharing, split the model into worksets (house, garden, site) and sync with the central model — conflicts are prevented up front, not merged after.
- Lighter option: keep zones as separate projects, Insert → Link Revit into a master file, and export the combined 3D view.
ArchiCAD
- Teamwork (BIMcloud) lets several students reserve and edit parts of one model at the same time.
- Without a server: Hotlink each zone’s file into a master project and export from there.
Make it look great in the viewer
- Delete what is not the project: kilometres of context terrain, floor-plan sheets laid beside the building, reference grids. The viewer frames everything you include.
- Avoid two surfaces at exactly the same height (a road strip lying in the plaza plane) — they flicker in every 3D viewer, including this one. Offset one by a few millimetres.
- Keep textures at 1–2K. Bigger is wasted — Folio caps them at 2048px on upload.
- Stay under roughly one million triangles for smooth orbiting on ordinary laptops.
- Check normals: faces that look dark from outside are flipped. Blender: Mesh → Normals → Recalculate Outside.
- Test before uploading: drop your .glb into any online glTF viewer — what you see there is what Folio serves.
- On shared projects, every file counts against the uploader’s own 5GB — old model versions included. Delete superseded versions you no longer need.