Guide 01/12 · 6 min read · updated 2026-08-20

How to make a 3D logo in your browser (no software, no upload)

A complete walkthrough: type or upload a mark, extrude it, pick from 71 PBR materials, light it with 8 environments and export PNG, GLB, OBJ, STL or video — entirely on your device.

01Why in the browser at all

Traditional 3D logo work means installing a DCC tool, learning a viewport, and uploading artwork to a render service. For a logo — a single extruded shape with one material — that pipeline is mostly overhead. A browser engine using WebGL can extrude text and SVG paths, shade them with physically based materials, and record the result to files, all on the same tab that displays it.

The practical consequence is privacy: your artwork never leaves the device. Nothing is uploaded, because there is no server to upload to. The same tab can export a PNG still, a GLB scene, a printable STL, or a turntable video.

02Step 1 — Get the shape in

Two inputs are supported. Typing mode gives you 10 open-license typefaces — condensed faces like Bebas Neue and Oswald for tight spaces, wide geometric faces like Montserrat for app icons. SVG upload keeps vector edges exact; bitmap upload traces the silhouette into a clean path.

Rule of thumb: if the source exists as a vector, upload the vector. If it exists only as pixels, the tracer works best on high-contrast marks with closed shapes.

03Step 2 — Extrusion and bevel

Depth controls how thick the mark is; bevel adds a chamfer along every edge. Depth 2–3 with bevel around 0.35 is the general-purpose zone: deep enough to catch light on the sides, shallow enough to stay legible at small sizes.

Bevels are not cosmetic only — they give highlights somewhere to land. A zero-bevel extrusion looks flat under most lighting because its side walls face away from every light at once.

04Step 3 — Material and light

The library holds 71 presets across 15 families: chrome, gold, glass, candy gloss, matte stone, wood, fabric, neon emitters and more. Each preset is a real PBR configuration, so switching materials changes how light actually bounces, not just the color.

Lighting comes from 8 procedural environments — Studio, Sunset, Dawn, Night, Shop, Woods, Loft and City. Test the mark in at least two: a material that sings under Sunset may go flat under Studio.

05Step 4 — Export the right artifact

PNG for stills and thumbnails. GLB when the mark needs to live on a website or in another 3D tool with its material intact. STL when the destination is a slicer. OBJ when you want geometry plus UVs for painting elsewhere. Video (MP4/WebM) when the deliverable is motion.

One scene produces all of them — change nothing, switch the export, and every artifact matches.