Like Art, a marketplace hosting nearly 3,000 handmade dolls from over 700 independent artists, has launched Doll World, a browser-based 3D environment where physical collectibles become interactive characters. The project moves beyond static product pages, allowing makers and collectors to meet and play in a shared digital space. This initiative represents a significant technical challenge: translating unique, hand-sculpted, and sewn objects into standardized, animatable 3D assets without losing their original artistic identity.
The Photo-to-Character Pipeline
The core of the system is a multi-stage reconstruction pipeline that begins with the makerβs own photographs. The software normalizes background, pose, and lighting to reconstruct the doll into a canonical standing pose, preserving painted faces and handmade details. Once reconstructed, the asset undergoes automatic rigging for a set of stock animations including idle, walk, run, sit, wave, and dance. A strict quality gate ensures the final asset is viable: color fidelity must match the source photo, feet must align perfectly with the ground plane, and physical display stands must be removed from the mesh before installation as a floor-anchored GLB with Level of Detail (LOD) support.
Solving Rigging and Asset Size Bottlenecks
The team faced distinct engineering hurdles, particularly with non-humanoid assets. Automatic humanoid rigging failed on four-legged dolls, such as plush rabbits and bears, returning HTTP 422 errors due to pose estimation failures. Rather than halting production, the team parked quadrupeds for a future local Blender/Rigify path, prioritizing the shipment of functional humanoid assets. Simultaneously, they addressed a massive asset bloat issue where a single 4096px WebP texture accounted for 86% of a 22MB mobile asset. By implementing KTX2/Basis compression and generating 1024-2048px LODs, they reduced individual doll footprints to 2-3MB without compromising polygon counts or final texture resolution.
Optimizing for Portal Budgets
Initial load times posed a critical barrier for distribution on game portals like CrazyGames, which enforce a strict 50MB initial load budget. The original build weighed in at 98.7MB, largely due to a 57MB high-res ASTC texture layer. To resolve this without degrading the main world experience, the developers introduced a build flag, __V6_LITE__, which allows the portal entry to skip the heavy ASTC layer entirely. This optimization successfully reduced the portal build size to 41.7MB, keeping the main world intact at 98.7MB while meeting external platform requirements.
Key Takeaways
- Automated rigging currently struggles with non-humanoid geometries, requiring specialized fallbacks for quadrupeds.
- Texture optimization via KTX2/Basis compression is critical for mobile web performance, often outweighing mesh complexity.
- Build flags allow developers to maintain high-fidelity main experiences while meeting strict third-party portal load budgets.
- Physical object digitization requires rigorous quality gates to remove artifacts like display stands and normalize lighting.
The Bottom Line
Doll World proves that the bottleneck for digitizing physical art isn't just scanningβit's the unglamorous engineering of compression and rigging edge cases. By prioritizing shipping functional assets over perfect automation for every shape, Like Art has built a sustainable pipeline that respects both the artist's original vision and the browser's hard limits.