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A BIG update for img2threejs. It’s been almost 2 months since I launched img2threejs. After a lot of experiments, feedback, and seeing where people struggle, I realized there are some changes we simply have to make if we want this project to go much further. So here’s what’s changing: / 01 / A new ROADMAP: from one pipeline → a plugin-able ecosystem This is the biggest change. Reconstruction, environments, rigging, animation, VFX/SFX, exporters, providers… shouldn’t be locked inside one giant workflow. The goal is to make img2threejs modular: use what you need, replace what you don’t, build your own workflow, and eventually your own plugins. I believe this is the right foundation for img2threejs to grow from an open-source project into an ecosystem. ⁠Read the new Roadmap → / 02 / Playground The simplest way to use img2threejs: upload an image → wait ~10 minutes → get your 3D asset. Export to different 3D formats or directly to pure Three.js code. / 03 / Studio This is for those who want full control. Watch img2threejs build in real time: Nano → Texture → Rigging → Animation → VFX/SFX → Export. Configure, inspect, and control the workflow instead of only receiving the final result. / 04 / A new Landing Page Cleaner, easier, and actually more useful. You’ll be able to copy prompts directly, explore examples, and export assets for Blender or your own workflow. I’m trying to wrap up as much of the annoying work as possible animation, rigging, textures, exporters, so you can focus on building. / 05 / Official YouTube Many of you have asked how these showcases are actually built, and X simply isn’t the right place for a 20–40 minute walkthrough haha. I’ll start sharing full step-by-step workflows, experiments, tutorials, and project updates here: ⁠YouTube → And one more thing… Tomorrow at 13:00 UTC - img2threejs × GPT-6 Astra. A new exclusive showcase is coming. I’ve spent enough time with img2threejs that I thought it was getting difficult to surprise myself anymore, but this one did. To everyone who tested img2threejs, contributed code, reported bugs, shared feedback, created something with it, sponsored us, became a partner, or simply told me to keep going - thank you, truly. A lot of what you see in this new direction comes directly from those conversations. We’re still very early, and there’s still a ridiculous amount of work ahead, but I’m really excited about where this is going. If you’re building in AI, 3D, graphics, or creative tools and this direction makes sense to you, I’d love to connect. Maybe we can build something together haha. Community: Support: Same vision. Bigger possibilities. — Nick
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Hey everyone 👋 img2threejs is about to hit 10k stars ⭐️, so I had to celebrate the only way that felt right… by making a little Pikachu ⚡ This is 1.5-beta in action (still buggy, still not one-prompt magic, still very much a work in progress). Characters are finally usable though, and the quality depends a lot on your prompts + which model/agent you’re running. I’ve been testing with Claude Opus 5 and GPT Sol High + Luna Max - this particular demo is running on Luna Max. Just a fun, simple humanoid test to say thank you for all the support, stars, and trust. 1.5 proper is coming soon. Sorry it took so long 🙏 Come try it, break it, or make cooler stuff than this. Link in the replies. Pika pika~ 💛 #img2threejs# #ThreeJS# #AI3D# #Pikachu#
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Another Pure Three.js experiment with img2threejs 1.5.1. Showcase: From image → Pure Three.js in just ~30 minutes. This is the current 1.5.1 flow, and it’s getting really fast. You can simply use it to turn an image into a model you like almost instantly. Powered by Codex Luna Max. 🚀 1.5.2 is coming next week, around Monday or Tuesday, with a major focus on improving animation. I’m still thinking about the best time to post the release. What time do you think works best? #ThreeJS# #3D# #img2threejs#
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A little progress update from img2threejs: We started with a simple idea: what if one image could become editable 3D in Three.js? Now that same image can become a fully rigged character — and it can actually move. No Blender, no GLB. Just Three.js code you can edit, animate, and play with. Repo: Showcase:
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One image. No Blender. No GLB. Just Three.js code - and now it can move. img2threejs can turn a single reference image into a structured 3D character with full rigging and animations, generated directly as editable Three.js code. Walk, jump, kick — every part stays programmable. Not a generated mesh. A character built with code. Repo: Showcase:
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I made a Dark Souls-inspired Three.js game with Sol Ultra using Codex Sites. It's fully playable in the browser. I handled the prompts, references, and libraries like img2threejs. The game has shield blocking, dodge rolls, archery, and a full inventory system. Still blows my mind that you can build a 3D game like this in a single afternoon.
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One image → this AWP Medusa, rebuilt as 145 procedural parts. Not a downloaded mesh. Not manually modeled The scope, barrel, magazine, springs, decals and stickers are all reconstructed as editable Three.js code - so individual parts can move, decals can animate, and you can even look through the scope. From a single image to structured, animatable 3D code. img2threejs is open source ↓
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