A photo shoot gives you a fixed number of angles on a fixed day. A 3D model of the product gives you every angle forever, in any colourway, on any background, at any time of night before a launch.
It is not the right answer for every product. It is a strong answer for anything with form worth understanding — a vessel, a device, a piece of hardware, packaging — and a weak answer for anything whose appeal is surface and drape, where a real photograph of the real material will always win.
What we can make from what you have
With a set of ordinary photographs from several angles and one measurement, we can usually build a model good enough for hero imagery and turntables. With a physical sample we can do considerably better on proportion and material.
What we cannot do is invent a product that does not exist yet and present it as one that does. If the visual is of a prototype or a planned colourway, the page says so.
Sequences beat live 3D on a storefront
A live WebGL viewer is impressive and expensive: it costs download size, battery, and a class of device-specific bugs you will be debugging for a year. For almost everything a storefront needs, a pre-rendered frame sequence scrubbed by scroll or drag is indistinguishable to the visitor and an order of magnitude lighter.
The hero object on this site is exactly that — one hundred and twenty rendered frames, under a megabyte in total, scrubbed by the scroll position. It degrades to a single still image if anything goes wrong.
Consistency is the real payoff
The quiet advantage of a model is that every future image matches. The same light, the same background, the same lens, across a catalogue that grows over two years — something that is almost impossible to maintain across repeated shoots with different photographers.
That makes the collection page look designed rather than assembled, which is usually visible to a buyer even when they could not tell you why.