Mockdown

ROLE

co-founder

product mgmt

product design

TEAM

Yuri Demin

Fed Fedov

Alex Pavlikov

co-founder, three.js

front-end

3d modeling

How to develop the ultimate mockup builder

We started by mapping out all the ways people create mockups today. Pros either shoot their own product photos or build scenes in Blender — both options are powerful, but eat up time. PSD mockups are more accessible, but you’re stuck with whatever layout and angles they come with. Then there are existing 3D mockup builders, but they suck.

What if we cherry-picked the best parts of each method — the customization of 3D, the realism of photography, and the simplicity of a plug-and-play tool? That’s how Mockdown was born.

FEATURES

Background

Scene Light

Reflections

Shadows

Cam Perspective

Rotating Object

Image Positioning

Material Parameters

Magic Button

Export PNG

Visualisation of our models and materials

We spent a lot of time dialing in how materials render — pushing WebGL to get textures that actually feel real, whether it’s soft-touch plastic or brushed aluminum. It wasn’t just about looking good, it had to feel good too.

And while we covered all the essential mockup models, we also added a few playful ones — like a Game Boy and a banana — just to break the mold and keep things fun.

MATERIALS

clay

Gold

Metal

Neon

Iridescent

Glass

Plastic

MODELS

Cup

Soda can

Banana

T-shirt

Phone

Laptop

Gameboy

Beer

Badge

Bag

card

Book

Brochure


Fully accessible from mobile devices

Most mockup tools break or become useless on mobile — if they even load at all. Nobody really tries to make full-featured 3D editing work on phones.

We thought: why not? So we built Mockdown to run smoothly even on mobile, just to see how far we could push it — and turns out, it works surprisingly well.

Every feature is two clicks away

From the start, we obsessed over ease of use. We wanted every feature — whether it’s adjusting a material, swapping a model, or editing the scene — to be just two clicks away, no matter where you are in the editor.

That meant stripping out clutter, flattening the interface, and designing flows that feel invisible. The idea was to keep users creating, not digging through menus.

Endlessness of awesome presets in one button

One of our favorite experiments was the “Magic Button.” It’s there for those moments when you don’t want to think — you just want something cool to happen. Tap it once, and we’ll randomize the scene for you: camera, materials, lighting, everything. Don’t like it? Hit it again. And again. It’s like shuffling a deck until the vibe hits right.

It started as a fun dev tool, but turned into a surprisingly powerful creative shortcut — especially for users who are just exploring or feeling stuck. No settings, no decisions — just click until it clicks.

And we keep adding new features

FUTURE

Effects: noise, pixelation, glitch

Production-ready js code export

Motion templates

Better UI

Saving scenes

Custom models

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