Hi, I’m Luke Duff, a web designer and IT consultant from Sunderland. I build proper websites for small businesses and sort out the tech that most people don’t have the time or patience for. No agency, no account managers, no jargon: just me doing the work, and picking up the phone when you need me. Tell me what you’re after and I’ll get your business online properly.
Client: lukeduff.co.uk · Sector: Design tooling · Location: United Kingdom
1 | What it is
Drop in a screenshot, get a product shot. MockupForge renders your image onto a real 3D device, an iPhone, a MacBook or an iPad, and lets you orbit it to whatever angle you want. Studio lighting, a mesh gradient backdrop, export, done. No account, no upload, no subscription.
The devices are genuine three.js and WebGL renders built on GLTF models and a physically based lighting rig, so when you turn the device the highlights, the perspective and the shadow all follow it properly. There are two flat frames as well, a browser window and a glass card, drawn through a separate 2D canvas pipeline. Everything happens inside your own browser. The screenshot never leaves your machine.
2 | What it does
Five render targets: iPhone, MacBook and iPad in full 3D, plus a browser window and a glass card frame.
Fourteen studio sliders covering yaw, pitch, scale, device colour, screen glare, shadow depth, grain, backdrop theme and blur.
Export at 1x, 2x or 4x, copy straight to the clipboard, or generate a correctly sized social card with one key.
Presets, undo and redo, and keyboard shortcuts, so a shot you liked last week takes seconds to set up again.
A companion Chrome extension, MockupForge Capture, grabs the tab you are on and hands it to the studio with the render already staged.
Capture Mobile goes a step further and re-renders the page through an emulated phone viewport at the right device pixel ratio before it lands on the iPhone.
Works from a 320px phone to a 2560px display, on Chromium, WebKit and Firefox.
3 | Under the hood
Component
How it works
Lighting rig
A PMREM baked room environment gives image-based lighting rather than flat directional lights. Key light distance, shadow camera and shadow catcher are all derived from the device's own bounding sphere each frame, with a soft contact shadow stamped at its footprint.
Screen mapping
Screen UVs are rebuilt from vertex positions at load, so your screenshot maps proportionally across the display. A ruler image comes back with a bar-gap ratio of 1.000, meaning nothing is stretched or crushed anywhere on the screen.
Asset pipeline
Device models are quantized and meshopt compressed from 58MB down to 4.2MB, which keeps a 1.5 million vertex iPad usable over an ordinary connection.
Export
Renders are composited to a bitmap at up to 4x resolution. The free-tier watermark is baked into that bitmap rather than layered over the canvas, so the paid removal is a real product feature.
Delivery
three.js is vendored as static ES modules behind a native browser import map. No bundler, no npm dependencies, no build step. It deploys as static files on Vercel straight from a push to main.
Privacy and cost
Everything runs client-side. No account, no cookie, no analytics, nothing uploaded, and $0 a month to operate.