Beyond product development, one of the more interesting challenges I explored was building a digital layer around the brand. I experimented with pushing online spaces a bit further than a standard e-commerce experience.
What made it challenging was the collision between tools. 🥥 Moving between Rhino, Blender, and Three.js exposed a lot of small incompatibilities: what works in design software doesn’t translate cleanly to the browser — especially when performance matters.
In a lightweight web environment, complexity breaks faster than it impresses. So the shift was simple: less geometry, cleaner structure, stricter constraints. Drawing briefly on some earlier design thinking (from my CSM days, thanks Ian). From here, I’m shifting back to slightly less abstract things — merchandising, customers, and the go-to-market side of it. 🪺 🌿
I’ll keep sharing parts of the process as it evolves, but the main focus is still simple: making the product better. Better design, more considered pricing, and making sure good mulberry silk actually reaches people — and fits everyone properly. 💌
A Glimpse of the Current Interface

the old elevator- Would you like to go downstairs?

What's the next destination?

a sunrise in lsdearf world
Previous Versions
From the earliest rough version to the current form, I have undergone many adjustments and overhauls in between. Here are some key time points and corresponding interfaces sorted out, documenting how this project has developed step by step.
The July 1, 2025 version depicted the sun, mountains and lakes in a simple Three.js format.
The picture shows the mobile interface at that time calculate the distance between the left side of the camera and the sun connect the lines and calculate the shifts of the three light spots move the path, follow the camera movement to mold a spot resembling sunlight.
The next picture shows the first simulation of a real sea level using Blender on July 9, 2025. However, due to the lack of knowledge that the front-end website could not render it, the rendering was eventually abandoned and a white model was exported using a principe-based color.
On July 27, 2025, for the mobile version, the application method of the model was basically determined, and terrain1 and pyramid were developed.
However, at that time, since the structure was made from Rhino, it was difficult to clean up the redundant structure after importing it into Blender, resulting in the failure to successfully reduce the facets of pyramid.glb, which has 300,000 facets and is lagging on mobile devices.
The picture below shows an unsuccessful tree. Since I needed to build a forest but couldn't ensure that each tree had around 100 facets, and pyramid.glb had 300,000 facets, it was simply impossible to further increase the forest Tree.glb on a large scale. Therefore, I began to try using the Three.js function to achieve the rotation of branches on the tree trunk and obtained a cup brush. It turns out that this method is completely wrong.
The picture below shows an unsuccessful tree. Since I needed to build a forest but couldn't ensure that each tree had around 100 facets, and pyramid.glb had 300,000 facets, it was simply impossible to further increase the forest Tree.glb on a large scale. Therefore, I began to try using the Three.js function to achieve the rotation of branches on the tree trunk and obtained a cup brush. It turns out that this method is completely wrong.
On July 31, 2011, it was discovered that changing the material of the transparent channel png in Blender was the key to achieving a tree with only 100 sides, and a usable tree was created.
Starting from August 25, we began to work on the layers of the sky, but it is not difficult to see that these models all have some problems to varying degrees.
For instance, the reason why trees fly up from their roots is due to the non-standardization of the terrain. At that time, the terrain was created by me using the sculpting tool after generating a plane in Blender.
It turns out that if you are a cross-disciplinary designer, you need to pay attention to several software at the same time
If there are any linkage issues, then try not to take the risk of manually shaping the terrain in Blender. Keep the vertices clean. In a complex project, sometimes retopology is of no avail.
Because of Raycasting onto GLB Terrain Surface, the Raycaster feature of Three.js emits a ray directly above the position of each tree (usually in the +Y direction), detects the intersection point between the ray and the terrain model (GLB), and fails to detect chaotic terrain vertices. The terrain generated by Blender using the A.N.T. Landscape plugin can be detected, but try not to modify it, sculpt it or rotate it. Keep it at the origin of the world. Also, note that the Y-axis in Blender is not the same as that in the front end. You may need to rotate it uniformly for your model to comply.
On August 10th, I carried out compliance and rework on all models and established model standards for Three.js:
1. Reset the model world coordinates to zero
All models must "Apply All Transforms" before export;
The origin of the world coordinate system (0, 0, 0) must be used as the reference point of the model;
2. Shaders or complex materials are prohibited
No custom Shader nodes are allowed to be used
The material must be a principle base material (Principled BSDF)
3. Non-basic elements are not allowed to exist
Do not include Lights, Cameras (Cameras), redundant Collection instances (Collection Instance)
4. The model mesh must be clean and the topology neat
There shall be no suspended points, duplicate surfaces or unconnected edges.
All model topological structures should be clear and concise, without any abnormal triangular faces or Boolean residues.
5. The coordinate Origin of each model should be set at the center point at its very bottom.
In September 2025, inspired by the Tower Bridge, more compliant industrial facilities were added to the terrain using Blender, aiming to connect technology with nature. This chapter is titled "Technology Under the Starry Sky".
In October 25th, the correct Terrane.glb combined with the correct tree.glb began to show initial results.
In December 2025, lsdearf world will largely complete the iteration of its first version, adding more shaders and taking on the prototype of smooth Alpine skiing.

lsdearf (DearF) world ❄️

