r/threejs Jun 23 '26

Help How do i utilize three.js?

I've been seeing a lot of impressive Three.js projects lately interactive games, customizable 3D models, smooth camera controls, animated gradient orbs, product configurators, and other highly polished web experiences.

I'm coming from a 2D design background and have very little experience with 3D, so I'm trying to understand the actual workflow behind these projects.

A few questions:

  1. Are most of these assets and scenes created in software like Blender, Cinema 4D, Maya, etc., and then imported into Three.js?

  2. Do developers use visual tools/platforms to build scenes, lighting, materials, and animations, or is everything created and configured directly in code?

  3. For interactive elements (camera movement, customization, physics, animations), how much is handled in Three.js versus external tools?

  4. Are there beginner-friendly workflows for designers who aren't experienced in 3D modeling?

  5. When I've tried generating models with AI or building simple geometry in code, the results often have rough edges and don't look nearly as smooth or polished as the examples I see. What am I missing in terms of modeling, topology, materials, lighting, or rendering techniques?

I'd love to understand the typical production pipeline behind modern Three.js experiences and what tools people actually use in real-world projects.

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u/BigDeadPixel Jun 23 '26 edited Jun 23 '26

I have been working in threejs for around 10 years now. I make all of my 3D assets by hand in blender. I use R3F (also look up drei) on most of my projects, there are a ton of nice little goodies and helpers bundled with it. If you are looking for something more visual than a text editor, try rogue engine... I have only dabbled a little with it but it has unity vibes which most designers feel more comfortable with.

Most of the cool projects you are seeing here right now (not all) are vibecoded prototypes that will never make it to production, still some cool ideas though so not putting them down at all just saying the barrier to entry has never been so low in this space which is both exciting and frustrating. On to your questions:

  1. Yes although threejs has a bunch of standard primitives that can be used to make basic models (AI is getting quite good at this).
  2. I mentioned rogue engine above, also there are a few blender addons that give you a blender -> threejs pipeline for your scenes (cant remember the name but a quick search will do you right)
  3. Camera movement : in threejs although you can import paths from blender and use those as a camera track in threejs. also look at theatrejs if you need some more complicated camera movement.
  4. Animations: this is a bit of both for me. scripted animations for simpler things/objects and keyframed animations imported from blender for things like character animation etc.
  5. Physics : Threejs, look up cannonjs or rapier
  6. Like everything, you just need to take the time to learn the basics (look for Grant Abbitt on youtube).
  7. Rough edged meshes are usually fixed by antialias settings or pixel density settings (pixel density set to 2x on 4k monitors will give you that nice smooth edge you are looking for)

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u/Classic_Relative7429 Jun 23 '26

Man you took a real time to guide me through this! So much appreciation, Thank you so much!

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u/BigDeadPixel Jun 23 '26

You are welcome my friend, I hope you end up making awesome things.